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jinx/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
riperiperi 8d36681bf1
Improve handling for unmapped GPU resources (#2083)
* Improve handling for unmapped GPU resources

- Fixed a memory tracking bug that would set protection on empty PTEs
- When a texture's memory is (partially) unmapped, all pool references are forcibly removed and the texture must be rediscovered to draw with it. This will also force the texture discovery to always compare the texture's range for a match.
- RegionHandles now know if they are unmapped, and automatically unset their dirty flag when unmapped.
- Partial texture sync now loads only the region of texture that has been modified. Unmapped memory tracking handles cause dirty flags for a texture group handle to be ignored.

This greatly improves the emulator's stability for newer UE4 games.

* Address feedback, fix MultiRange slice

Fixed an issue where the size of the multi-range slice would be miscalculated.

* Update Ryujinx.Memory/Range/MultiRange.cs (feedback)

Co-authored-by: Mary <thog@protonmail.com>

Co-authored-by: Mary <thog@protonmail.com>
2021-03-06 11:43:55 -03:00

1302 lines
No EOL
52 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture manager.
/// </summary>
class TextureManager : IDisposable
{
private struct OverlapInfo
{
public TextureViewCompatibility Compatibility { get; }
public int FirstLayer { get; }
public int FirstLevel { get; }
public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
{
Compatibility = compatibility;
FirstLayer = firstLayer;
FirstLevel = firstLevel;
}
}
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private readonly GpuContext _context;
private readonly TextureBindingsManager _cpBindingsManager;
private readonly TextureBindingsManager _gpBindingsManager;
private readonly Texture[] _rtColors;
private readonly ITexture[] _rtHostColors;
private Texture _rtDepthStencil;
private ITexture _rtHostDs;
private readonly MultiRangeList<Texture> _textures;
private Texture[] _textureOverlaps;
private OverlapInfo[] _overlapInfo;
private readonly AutoDeleteCache _cache;
/// <summary>
/// The scaling factor applied to all currently bound render targets.
/// </summary>
public float RenderTargetScale { get; private set; } = 1f;
/// <summary>
/// Constructs a new instance of the texture manager.
/// </summary>
/// <param name="context">The GPU context that the texture manager belongs to</param>
public TextureManager(GpuContext context)
{
_context = context;
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
_cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
_rtColors = new Texture[Constants.TotalRenderTargets];
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
_textures = new MultiRangeList<Texture>();
_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
_overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
_cache = new AutoDeleteCache();
}
/// <summary>
/// Sets texture bindings on the compute pipeline.
/// </summary>
/// <param name="bindings">The texture bindings</param>
public void SetComputeTextures(TextureBindingInfo[] bindings)
{
_cpBindingsManager.SetTextures(0, bindings);
}
/// <summary>
/// Sets texture bindings on the graphics pipeline.
/// </summary>
/// <param name="stage">The index of the shader stage to bind the textures</param>
/// <param name="bindings">The texture bindings</param>
public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
{
_gpBindingsManager.SetTextures(stage, bindings);
}
/// <summary>
/// Sets image bindings on the compute pipeline.
/// </summary>
/// <param name="bindings">The image bindings</param>
public void SetComputeImages(TextureBindingInfo[] bindings)
{
_cpBindingsManager.SetImages(0, bindings);
}
/// <summary>
/// Sets image bindings on the graphics pipeline.
/// </summary>
/// <param name="stage">The index of the shader stage to bind the images</param>
/// <param name="bindings">The image bindings</param>
public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
{
_gpBindingsManager.SetImages(stage, bindings);
}
/// <summary>
/// Sets the texture constant buffer index on the compute pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
public void SetComputeTextureBufferIndex(int index)
{
_cpBindingsManager.SetTextureBufferIndex(index);
}
/// <summary>
/// Sets the texture constant buffer index on the graphics pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
public void SetGraphicsTextureBufferIndex(int index)
{
_gpBindingsManager.SetTextureBufferIndex(index);
}
/// <summary>
/// Sets the current sampler pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
/// <param name="maximumId">The maximum ID of the sampler pool</param>
/// <param name="samplerIndex">The indexing type of the sampler pool</param>
public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
}
/// <summary>
/// Sets the current sampler pool on the graphics pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
/// <param name="maximumId">The maximum ID of the sampler pool</param>
/// <param name="samplerIndex">The indexing type of the sampler pool</param>
public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
}
/// <summary>
/// Sets the current texture pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
/// <param name="maximumId">The maximum ID of the texture pool</param>
public void SetComputeTexturePool(ulong gpuVa, int maximumId)
{
_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
}
/// <summary>
/// Sets the current texture pool on the graphics pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
/// <param name="maximumId">The maximum ID of the texture pool</param>
public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
{
_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
}
/// <summary>
/// Sets the render target color buffer.
/// </summary>
/// <param name="index">The index of the color buffer to set (up to 8)</param>
/// <param name="color">The color buffer texture</param>
/// <returns>True if render target scale must be updated.</returns>
public bool SetRenderTargetColor(int index, Texture color)
{
bool hasValue = color != null;
bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
if (_rtColors[index] != color)
{
_rtColors[index]?.SignalModifying(false);
color?.SignalModifying(true);
_rtColors[index] = color;
}
return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
}
/// <summary>
/// Gets the first available bound colour target, or the depth stencil target if not present.
/// </summary>
/// <returns>The first bound colour target, otherwise the depth stencil target</returns>
public Texture GetAnyRenderTarget()
{
return _rtColors[0] ?? _rtDepthStencil;
}
/// <summary>
/// Updates the Render Target scale, given the currently bound render targets.
/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
/// and propagate blacklisted status from one texture to the ones bound with it.
/// </summary>
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
public void UpdateRenderTargetScale(int singleUse)
{
// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
bool mismatch = false;
bool blacklisted = false;
bool hasUpscaled = false;
float targetScale = GraphicsConfig.ResScale;
void ConsiderTarget(Texture target)
{
if (target == null) return;
float scale = target.ScaleFactor;
switch (target.ScaleMode)
{
case TextureScaleMode.Blacklisted:
mismatch |= scale != 1f;
blacklisted = true;
break;
case TextureScaleMode.Eligible:
mismatch = true; // We must make a decision.
break;
case TextureScaleMode.Scaled:
hasUpscaled = true;
mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
break;
}
}
if (singleUse != -1)
{
// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
ConsiderTarget(_rtColors[singleUse]);
}
else
{
foreach (Texture color in _rtColors)
{
ConsiderTarget(color);
}
}
ConsiderTarget(_rtDepthStencil);
mismatch |= blacklisted && hasUpscaled;
if (blacklisted)
{
targetScale = 1f;
}
if (mismatch)
{
if (blacklisted)
{
// Propagate the blacklisted state to the other textures.
foreach (Texture color in _rtColors)
{
color?.BlacklistScale();
}
_rtDepthStencil?.BlacklistScale();
}
else
{
// Set the scale of the other textures.
foreach (Texture color in _rtColors)
{
color?.SetScale(targetScale);
}
_rtDepthStencil?.SetScale(targetScale);
}
}
RenderTargetScale = targetScale;
}
/// <summary>
/// Sets the render target depth-stencil buffer.
/// </summary>
/// <param name="depthStencil">The depth-stencil buffer texture</param>
/// <returns>True if render target scale must be updated.</returns>
public bool SetRenderTargetDepthStencil(Texture depthStencil)
{
bool hasValue = depthStencil != null;
bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
if (_rtDepthStencil != depthStencil)
{
_rtDepthStencil?.SignalModifying(false);
depthStencil?.SignalModifying(true);
_rtDepthStencil = depthStencil;
}
return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
}
/// <summary>
/// Commits bindings on the compute pipeline.
/// </summary>
public void CommitComputeBindings()
{
// 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();
_gpBindingsManager.Rebind();
}
/// <summary>
/// Commits bindings on the graphics pipeline.
/// </summary>
public void CommitGraphicsBindings()
{
_gpBindingsManager.CommitBindings();
UpdateRenderTargets();
}
/// <summary>
/// Gets a texture descriptor used on the compute pipeline.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
{
return _cpBindingsManager.GetTextureDescriptor(state, 0, handle);
}
/// <summary>
/// Gets a texture descriptor used on the graphics pipeline.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
{
return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
}
/// <summary>
/// Update host framebuffer attachments based on currently bound render target buffers.
/// </summary>
public void UpdateRenderTargets()
{
bool anyChanged = false;
if (_rtHostDs != _rtDepthStencil?.HostTexture)
{
_rtHostDs = _rtDepthStencil?.HostTexture;
anyChanged = true;
}
for (int index = 0; index < _rtColors.Length; index++)
{
ITexture hostTexture = _rtColors[index]?.HostTexture;
if (_rtHostColors[index] != hostTexture)
{
_rtHostColors[index] = hostTexture;
anyChanged = true;
}
}
if (anyChanged)
{
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
}
}
/// <summary>
/// Determines if a given texture is eligible for upscaling from its info.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if eligible</returns>
public bool IsUpscaleCompatible(TextureInfo info)
{
return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
}
/// <summary>
/// Determines if a given texture is "safe" for upscaling from its info.
/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if safe</returns>
public bool UpscaleSafeMode(TextureInfo info)
{
// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
if (info.Levels > 3)
{
// Textures with more than 3 levels are likely to be game textures, rather than render textures.
// Small textures with full mips are likely to be removed by the next check.
return false;
}
if (info.Width < 8 || info.Height < 8)
{
// Discount textures with small dimensions.
return false;
}
if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
{
// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
int widthAlignment = (info.IsLinear ? 32 : 64) / info.FormatInfo.BytesPerPixel;
bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
if (possiblySquare)
{
return false;
}
}
int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
if (aspect == 16 && info.Height < 360)
{
// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
return false;
}
return true;
}
/// <summary>
/// Handles removal of textures written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Texture[] overlaps = new Texture[10];
int overlapCount;
lock (_textures)
{
overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped();
}
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="copyTexture">Copy texture to find or create</param>
/// <param name="formatInfo">Format information of the copy texture</param>
/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(CopyTexture copyTexture, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
{
int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
int width;
if (copyTexture.LinearLayout)
{
width = copyTexture.Stride / formatInfo.BytesPerPixel;
}
else
{
width = copyTexture.Width;
}
TextureInfo info = new TextureInfo(
copyTexture.Address.Pack(),
width,
copyTexture.Height,
copyTexture.Depth,
1,
1,
1,
copyTexture.Stride,
copyTexture.LinearLayout,
gobBlocksInY,
gobBlocksInZ,
1,
Target.Texture2D,
formatInfo);
TextureSearchFlags flags = TextureSearchFlags.ForCopy;
if (preferScaling)
{
flags |= TextureSearchFlags.WithUpscale;
}
Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
{
bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
Target target;
if (colorState.MemoryLayout.UnpackIsTarget3D())
{
target = Target.Texture3D;
}
else if ((samplesInX | samplesInY) != 1)
{
target = colorState.Depth > 1
? Target.Texture2DMultisampleArray
: Target.Texture2DMultisample;
}
else
{
target = colorState.Depth > 1
? Target.Texture2DArray
: Target.Texture2D;
}
FormatInfo formatInfo = colorState.Format.Convert();
int width, stride;
// For linear textures, the width value is actually the stride.
// We can easily get the width by dividing the stride by the bpp,
// since the stride is the total number of bytes occupied by a
// line. The stride should also meet alignment constraints however,
// so the width we get here is the aligned width.
if (isLinear)
{
width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
stride = colorState.WidthOrStride;
}
else
{
width = colorState.WidthOrStride;
stride = 0;
}
TextureInfo info = new TextureInfo(
colorState.Address.Pack(),
width,
colorState.Height,
colorState.Depth,
1,
samplesInX,
samplesInY,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
/// <param name="size">Size of the depth-stencil texture</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
{
int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
Target target = (samplesInX | samplesInY) != 1
? Target.Texture2DMultisample
: Target.Texture2D;
FormatInfo formatInfo = dsState.Format.Convert();
TextureInfo info = new TextureInfo(
dsState.Address.Pack(),
size.Width,
size.Height,
size.Depth,
1,
samplesInX,
samplesInY,
0,
false,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="flags">The texture search flags, defines texture comparison rules</param>
/// <param name="info">Texture information of the texture to be found or created</param>
/// <param name="layerSize">Size in bytes of a single texture layer</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
{
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
bool isScalable = IsUpscaleCompatible(info);
TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
if (isScalable)
{
scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
}
ulong address;
if (range != null)
{
address = range.Value.GetSubRange(0).Address;
}
else
{
address = _context.MemoryManager.Translate(info.GpuAddress);
if (address == MemoryManager.PteUnmapped)
{
return null;
}
}
int sameAddressOverlapsCount;
lock (_textures)
{
// Try to find a perfect texture match, with the same address and parameters.
sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
}
Texture texture = null;
TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
for (int index = 0; index < sameAddressOverlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
if (matchQuality != TextureMatchQuality.NoMatch)
{
// If the parameters match, we need to make sure the texture is mapped to the same memory regions.
// If a range of memory was supplied, just check if the ranges match.
if (range != null && !overlap.Range.Equals(range.Value))
{
continue;
}
// If no range was supplied, we can check if the GPU virtual address match. If they do,
// we know the textures are located at the same memory region.
// If they don't, it may still be mapped to the same physical region, so we
// do a more expensive check to tell if they are mapped into the same physical regions.
// If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
!_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
{
continue;
}
}
if (matchQuality == TextureMatchQuality.Perfect)
{
texture = overlap;
break;
}
else if (matchQuality > bestQuality)
{
texture = overlap;
bestQuality = matchQuality;
}
}
if (texture != null)
{
if (!isSamplerTexture)
{
// If not a sampler texture, it is managed by the auto delete
// cache, ensure that it is on the "top" of the list to avoid
// deletion.
_cache.Lift(texture);
}
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
texture.SynchronizeMemory();
return texture;
}
// Calculate texture sizes, used to find all overlapping textures.
SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
ulong size = (ulong)sizeInfo.TotalSize;
if (range == null)
{
range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
}
// Find view compatible matches.
int overlapsCount;
lock (_textures)
{
overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
}
if (_overlapInfo.Length != _textureOverlaps.Length)
{
Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
}
// =============== Find Texture View of Existing Texture ===============
int fullyCompatible = 0;
// Evaluate compatibility of overlaps
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, out int firstLayer, out int firstLevel);
if (overlapCompatibility == TextureViewCompatibility.Full)
{
if (overlap.IsView)
{
overlapCompatibility = TextureViewCompatibility.CopyOnly;
}
else
{
fullyCompatible++;
}
}
_overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
}
// Search through the overlaps to find a compatible view and establish any copy dependencies.
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (oInfo.Compatibility == TextureViewCompatibility.Full)
{
TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel);
if (!isSamplerTexture)
{
info = adjInfo;
}
texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
texture.SynchronizeMemory();
break;
}
else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
{
// Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
texture.InitializeGroup(true, true);
texture.InitializeData(false, false);
overlap.SynchronizeMemory();
overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
break;
}
}
if (texture != null)
{
// This texture could be a view of multiple parent textures with different storages, even if it is a view.
// When a texture is created, make sure all possible dependencies to other textures are created as copies.
// (even if it could be fulfilled without a copy)
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (oInfo.Compatibility != TextureViewCompatibility.Incompatible && overlap.Group != texture.Group)
{
overlap.SynchronizeMemory();
overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
}
}
texture.SynchronizeMemory();
}
// =============== Create a New Texture ===============
// No match, create a new texture.
if (texture == null)
{
texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
// Step 1: Find textures that are view compatible with the new texture.
// Any textures that are incompatible will contain garbage data, so they should be removed where possible.
int viewCompatible = 0;
fullyCompatible = 0;
bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
bool hasLayerViews = false;
bool hasMipViews = false;
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
bool overlapInCache = overlap.CacheNode != null;
TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, out int firstLayer, out int firstLevel);
if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
{
compatibility = TextureViewCompatibility.CopyOnly;
}
if (compatibility != TextureViewCompatibility.Incompatible)
{
if (compatibility == TextureViewCompatibility.Full)
{
if (viewCompatible == fullyCompatible)
{
_overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[viewCompatible++] = overlap;
}
else
{
// Swap overlaps so that the fully compatible views have priority.
_overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
_textureOverlaps[viewCompatible++] = _textureOverlaps[fullyCompatible];
_overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[fullyCompatible] = overlap;
}
fullyCompatible++;
}
else
{
_overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[viewCompatible++] = overlap;
}
hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
}
else if (overlapInCache || !setData)
{
if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
{
// Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
continue;
}
// The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
// If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
// it must be flushed before removal, so that the data is not lost.
// If the texture was modified since its last use, then that data is probably meant to go into this texture.
// If the data has been modified by the CPU, then it also shouldn't be flushed.
bool modified = overlap.ConsumeModified();
bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
setData |= modified || flush;
if (overlapInCache)
{
_cache.Remove(overlap, flush);
}
}
}
texture.InitializeGroup(hasLayerViews, hasMipViews);
// We need to synchronize before copying the old view data to the texture,
// otherwise the copied data would be overwritten by a future synchronization.
texture.InitializeData(false, setData);
for (int index = 0; index < viewCompatible; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (overlap.Group == texture.Group)
{
// If the texture group is equal, then this texture (or its parent) is already a view.
continue;
}
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
if (texture.ScaleFactor != overlap.ScaleFactor)
{
// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
texture.PropagateScale(overlap);
}
if (oInfo.Compatibility != TextureViewCompatibility.Full)
{
// Copy only compatibility, or target texture is already a view.
ChangeSizeIfNeeded(overlapInfo, overlap, false, sizeHint); // Force a size match for copy
overlap.SynchronizeMemory();
texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
}
else
{
TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
overlap.SynchronizeMemory();
overlap.HostTexture.CopyTo(newView, 0, 0);
overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
}
}
texture.SynchronizeMemory();
}
// Sampler textures are managed by the texture pool, all other textures
// are managed by the auto delete cache.
if (!isSamplerTexture)
{
_cache.Add(texture);
}
lock (_textures)
{
_textures.Add(texture);
}
ShrinkOverlapsBufferIfNeeded();
return texture;
}
/// <summary>
/// Changes a texture's size to match the desired size for samplers,
/// or increases a texture's size to fit the region indicated by a size hint.
/// </summary>
/// <param name="info">The desired texture info</param>
/// <param name="texture">The texture to resize</param>
/// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
{
if (isSamplerTexture)
{
// If this is used for sampling, the size must match,
// otherwise the shader would sample garbage data.
// To fix that, we create a new texture with the correct
// size, and copy the data from the old one to the new one.
if (!TextureCompatibility.SizeMatches(texture.Info, info))
{
texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
}
}
else if (sizeHint != null)
{
// A size hint indicates that data will be used within that range, at least.
// If the texture is smaller than the size hint, it must be enlarged to meet it.
// The maximum size is provided by the requested info, which generally has an aligned size.
int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
if (texture.Info.Width != width || texture.Info.Height != height)
{
texture.ChangeSize(width, height, info.DepthOrLayers);
}
}
}
/// <summary>
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
/// </summary>
/// <param name="tex">The texture information</param>
/// <param name="cbp">The copy buffer parameters</param>
/// <param name="swizzle">The copy buffer swizzle</param>
/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
/// <returns>A matching texture, or null if there is no match</returns>
public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
{
ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
if (address == MemoryManager.PteUnmapped)
{
return null;
}
int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
for (int i = 0; i < addressMatches; i++)
{
Texture texture = _textureOverlaps[i];
FormatInfo format = texture.Info.FormatInfo;
if (texture.Info.DepthOrLayers > 1)
{
continue;
}
bool match;
if (linear)
{
// Size is not available for linear textures. Use the stride and end of the copy region instead.
match = texture.Info.IsLinear && texture.Info.Stride == cbp.DstStride && tex.RegionY + cbp.YCount <= texture.Info.Height;
}
else
{
// Bpp may be a mismatch between the target texture and the param.
// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
bool sizeMatch = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
bool formatMatch = !texture.Info.IsLinear &&
texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
match = sizeMatch && formatMatch;
}
if (match)
{
return texture;
}
}
return null;
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Adjusts the size of the texture information for a given mipmap level,
/// based on the size of a parent texture.
/// </summary>
/// <param name="parent">The parent texture</param>
/// <param name="info">The texture information to be adjusted</param>
/// <param name="firstLevel">The first level of the texture view</param>
/// <returns>The adjusted texture information with the new size</returns>
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
{
// When the texture is used as view of another texture, we must
// ensure that the sizes are valid, otherwise data uploads would fail
// (and the size wouldn't match the real size used on the host API).
// Given a parent texture from where the view is created, we have the
// following rules:
// - The view size must be equal to the parent size, divided by (2 ^ l),
// where l is the first mipmap level of the view. The division result must
// be rounded down, and the result must be clamped to 1.
// - If the parent format is compressed, and the view format isn't, the
// view size is calculated as above, but the width and height of the
// view must be also divided by the compressed format block width and height.
// - If the parent format is not compressed, and the view is, the view
// size is calculated as described on the first point, but the width and height
// of the view must be also multiplied by the block width and height.
int width = Math.Max(1, parent.Info.Width >> firstLevel);
int height = Math.Max(1, parent.Info.Height >> firstLevel);
if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
{
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
}
else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
{
width *= info.FormatInfo.BlockWidth;
height *= info.FormatInfo.BlockHeight;
}
int depthOrLayers;
if (info.Target == Target.Texture3D)
{
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
}
else
{
depthOrLayers = info.DepthOrLayers;
}
return new TextureInfo(
info.GpuAddress,
width,
height,
depthOrLayers,
info.Levels,
info.SamplesInX,
info.SamplesInY,
info.Stride,
info.IsLinear,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX,
info.Target,
info.FormatInfo,
info.DepthStencilMode,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Gets a texture creation information from texture information.
/// This can be used to create new host textures.
/// </summary>
/// <param name="info">Texture information</param>
/// <param name="caps">GPU capabilities</param>
/// <param name="scale">Texture scale factor, to be applied to the texture size</param>
/// <returns>The texture creation information</returns>
public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
{
FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
if (info.Target == Target.TextureBuffer)
{
// We assume that the host does not support signed normalized format
// (as is the case with OpenGL), so we just use a unsigned format.
// The shader will need the appropriate conversion code to compensate.
switch (formatInfo.Format)
{
case Format.R8Snorm:
formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
break;
case Format.R16Snorm:
formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
break;
case Format.R8G8Snorm:
formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
break;
case Format.R16G16Snorm:
formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
break;
case Format.R8G8B8A8Snorm:
formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
break;
case Format.R16G16B16A16Snorm:
formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
break;
}
}
int width = info.Width / info.SamplesInX;
int height = info.Height / info.SamplesInY;
int depth = info.GetDepth() * info.GetLayers();
if (scale != 1f)
{
width = (int)MathF.Ceiling(width * scale);
height = (int)MathF.Ceiling(height * scale);
}
return new TextureCreateInfo(
width,
height,
depth,
info.Levels,
info.Samples,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
formatInfo.Format,
info.DepthStencilMode,
info.Target,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Removes a texture from the cache.
/// </summary>
/// <remarks>
/// This only removes the texture from the internal list, not from the auto-deletion cache.
/// It may still have live references after the removal.
/// </remarks>
/// <param name="texture">The texture to be removed</param>
public void RemoveTextureFromCache(Texture texture)
{
lock (_textures)
{
_textures.Remove(texture);
}
}
/// <summary>
/// Disposes all textures in the cache.
/// It's an error to use the texture manager after disposal.
/// </summary>
public void Dispose()
{
lock (_textures)
{
foreach (Texture texture in _textures)
{
texture.Dispose();
}
}
}
}
}