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jinx/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs
riperiperi cda659955c
Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* Initial test for texture sync

* WIP new texture flushing setup

* Improve rules for incompatible overlaps

Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup.

* Cleanup, improvements

Improve rules for fast DMA

* Small tweak to group together flushes of overlapping handles.

* Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures.

Fixes the new Life is Strange game.

* Flush overlaps before init data, fix 3d texture size/overlap stuff

* Fix 3D Textures, faster single layer flush

Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods)

* Remove unused method

* Minor cleanup

* More cleanup

* Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too

This one's for metro

* Address feedback, ASTC+ETC to FormatClass

* Change offset to use Span slice rather than IntPtr Add

* Fix this too
2022-01-09 13:28:48 -03:00

134 lines
4.4 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
{
/// <summary>
/// Threaded representation of a texture.
/// </summary>
class ThreadedTexture : ITexture
{
private ThreadedRenderer _renderer;
private TextureCreateInfo _info;
public ITexture Base;
public int Width => _info.Width;
public int Height => _info.Height;
public float ScaleFactor { get; }
public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
{
_renderer = renderer;
_info = info;
ScaleFactor = scale;
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(_renderer, reference);
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
_renderer.QueueCommand();
}
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
_renderer.QueueCommand();
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
ThreadedTexture dest = (ThreadedTexture)destination;
if (_renderer.IsGpuThread())
{
_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
_renderer.QueueCommand();
}
else
{
// Scaled copy can happen on another thread for a res scale flush.
ThreadedHelpers.SpinUntilNonNull(ref Base);
ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
}
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
_renderer.QueueCommand();
return newTex;
}
public ReadOnlySpan<byte> GetData()
{
if (_renderer.IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
_renderer.InvokeCommand();
return box.Result.Get();
}
else
{
ThreadedHelpers.SpinUntilNonNull(ref Base);
return Base.GetData();
}
}
public ReadOnlySpan<byte> GetData(int layer, int level)
{
if (_renderer.IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
_renderer.InvokeCommand();
return box.Result.Get();
}
else
{
ThreadedHelpers.SpinUntilNonNull(ref Base);
return Base.GetData(layer, level);
}
}
public void SetData(ReadOnlySpan<byte> data)
{
_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
_renderer.QueueCommand();
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
{
_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
_renderer.QueueCommand();
}
public void SetStorage(BufferRange buffer)
{
_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
_renderer.QueueCommand();
}
public void Release()
{
_renderer.New<TextureReleaseCommand>().Set(Ref(this));
_renderer.QueueCommand();
}
}
}