rjx-mirror/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
riperiperi 79adba4402
Add support for render scale to vertex stage. (#2763)
* Add support for render scale to vertex stage.

Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.

One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.

Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.

Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.

* Split out support buffer update, lazy updates.

* Commit support buffer before compute dispatch

* Remove unnecessary qualifier.

* Address Feedback
2022-01-08 14:48:48 -03:00

624 lines
No EOL
25 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture bindings manager.
/// </summary>
class TextureBindingsManager : IDisposable
{
private const int InitialTextureStateSize = 32;
private const int InitialImageStateSize = 8;
private readonly GpuContext _context;
private readonly bool _isCompute;
private SamplerPool _samplerPool;
private SamplerIndex _samplerIndex;
private ulong _texturePoolAddress;
private int _texturePoolMaximumId;
private readonly GpuChannel _channel;
private readonly TexturePoolCache _texturePoolCache;
private readonly TextureBindingInfo[][] _textureBindings;
private readonly TextureBindingInfo[][] _imageBindings;
private struct TextureStatePerStage
{
public ITexture Texture;
public ISampler Sampler;
}
private readonly TextureStatePerStage[][] _textureState;
private readonly TextureStatePerStage[][] _imageState;
private int[] _textureBindingsCount;
private int[] _imageBindingsCount;
private int _textureBufferIndex;
private bool _rebind;
private readonly float[] _scales;
private bool _scaleChanged;
/// <summary>
/// Constructs a new instance of the texture bindings manager.
/// </summary>
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
/// <param name="poolCache">Texture pools cache used to get texture pools from</param>
/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
{
_context = context;
_channel = channel;
_texturePoolCache = poolCache;
_scales = scales;
_isCompute = isCompute;
int stages = isCompute ? 1 : Constants.ShaderStages;
_textureBindings = new TextureBindingInfo[stages][];
_imageBindings = new TextureBindingInfo[stages][];
_textureState = new TextureStatePerStage[stages][];
_imageState = new TextureStatePerStage[stages][];
_textureBindingsCount = new int[stages];
_imageBindingsCount = new int[stages];
for (int stage = 0; stage < stages; stage++)
{
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
_textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
_imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
}
}
/// <summary>
/// Rents the texture bindings array for a given stage, so that they can be modified.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="count">The number of bindings needed</param>
/// <returns>The texture bindings array</returns>
public TextureBindingInfo[] RentTextureBindings(int stage, int count)
{
if (count > _textureBindings[stage].Length)
{
Array.Resize(ref _textureBindings[stage], count);
Array.Resize(ref _textureState[stage], count);
}
int toClear = Math.Max(_textureBindingsCount[stage], count);
TextureStatePerStage[] state = _textureState[stage];
for (int i = 0; i < toClear; i++)
{
state[i] = new TextureStatePerStage();
}
_textureBindingsCount[stage] = count;
return _textureBindings[stage];
}
/// <summary>
/// Rents the image bindings array for a given stage, so that they can be modified.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="count">The number of bindings needed</param>
/// <returns>The image bindings array</returns>
public TextureBindingInfo[] RentImageBindings(int stage, int count)
{
if (count > _imageBindings[stage].Length)
{
Array.Resize(ref _imageBindings[stage], count);
Array.Resize(ref _imageState[stage], count);
}
int toClear = Math.Max(_imageBindingsCount[stage], count);
TextureStatePerStage[] state = _imageState[stage];
for (int i = 0; i < toClear; i++)
{
state[i] = new TextureStatePerStage();
}
_imageBindingsCount[stage] = count;
return _imageBindings[stage];
}
/// <summary>
/// Sets the textures constant buffer index.
/// The constant buffer specified holds the texture handles.
/// </summary>
/// <param name="index">Constant buffer index</param>
public void SetTextureBufferIndex(int index)
{
_textureBufferIndex = index;
}
/// <summary>
/// Sets the current texture sampler pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
if (gpuVa != 0)
{
ulong address = _channel.MemoryManager.Translate(gpuVa);
if (_samplerPool != null && _samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
{
return;
}
_samplerPool?.Dispose();
_samplerPool = new SamplerPool(_context, _channel.MemoryManager.Physical, address, maximumId);
}
else
{
_samplerPool?.Dispose();
_samplerPool = null;
}
_samplerIndex = samplerIndex;
}
/// <summary>
/// Sets the current texture pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
public void SetTexturePool(ulong gpuVa, int maximumId)
{
if (gpuVa != 0)
{
ulong address = _channel.MemoryManager.Translate(gpuVa);
_texturePoolAddress = address;
_texturePoolMaximumId = maximumId;
}
else
{
_texturePoolAddress = 0;
_texturePoolMaximumId = 0;
}
}
/// <summary>
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
/// </summary>
/// <param name="textureId">ID of the texture</param>
/// <param name="samplerId">ID of the sampler</param>
public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
{
ulong texturePoolAddress = _texturePoolAddress;
TexturePool texturePool = texturePoolAddress != 0
? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
: null;
return (texturePool.Get(textureId), _samplerPool.Get(samplerId));
}
/// <summary>
/// Updates the texture scale for a given texture or image.
/// </summary>
/// <param name="texture">Start GPU virtual address of the pool</param>
/// <param name="binding">The related texture binding</param>
/// <param name="index">The texture/image binding index</param>
/// <param name="stage">The active shader stage</param>
/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
{
float result = 1f;
bool changed = false;
if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
{
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
texture.BlacklistScale();
}
else
{
switch (stage)
{
case ShaderStage.Fragment:
float scale = texture.ScaleFactor;
if (scale != 1)
{
Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
{
// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
result = -scale;
break;
}
}
result = scale;
break;
case ShaderStage.Vertex:
int fragmentIndex = (int)ShaderStage.Fragment - 1;
index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
result = texture.ScaleFactor;
break;
case ShaderStage.Compute:
result = texture.ScaleFactor;
break;
}
}
}
if (result != _scales[index])
{
_scaleChanged = true;
_scales[index] = result;
}
return changed;
}
/// <summary>
/// Uploads texture and image scales to the backend when they are used.
/// </summary>
private void CommitRenderScale()
{
if (_scaleChanged)
{
int fragmentTotal = 0;
int total;
if (!_isCompute)
{
int fragmentIndex = (int)ShaderStage.Fragment - 1;
fragmentTotal = _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
int vertexIndex = (int)ShaderStage.Vertex - 1;
int vertexTotal = _textureBindingsCount[vertexIndex] + _imageBindingsCount[vertexIndex];
total = fragmentTotal + vertexTotal;
}
else
{
total = _textureBindingsCount[0] + _imageBindingsCount[0];
}
_context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal);
_scaleChanged = false;
}
}
/// <summary>
/// Ensures that the bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitBindings()
{
ulong texturePoolAddress = _texturePoolAddress;
TexturePool texturePool = texturePoolAddress != 0
? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
: null;
if (_isCompute)
{
CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
CommitImageBindings (texturePool, ShaderStage.Compute, 0);
}
else
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
{
int stageIndex = (int)stage - 1;
CommitTextureBindings(texturePool, stage, stageIndex);
CommitImageBindings (texturePool, stage, stageIndex);
}
}
CommitRenderScale();
_rebind = false;
}
/// <summary>
/// Ensures that the texture bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param>
private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
{
int textureCount = _textureBindingsCount[stageIndex];
if (textureCount == 0)
{
return;
}
var samplerPool = _samplerPool;
if (pool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
return;
}
for (int index = 0; index < textureCount; index++)
{
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
int samplerId;
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
{
samplerId = textureId;
}
else
{
samplerId = UnpackSamplerId(packedId);
}
Texture texture = pool.Get(textureId);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
}
else
{
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
{
if (UpdateScale(texture, bindingInfo, index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
_textureState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
}
Sampler sampler = samplerPool?.Get(samplerId);
ISampler hostSampler = sampler?.GetHostSampler(texture);
if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
{
_textureState[stageIndex][index].Sampler = hostSampler;
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
}
}
}
}
/// <summary>
/// Ensures that the image bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param>
private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
{
int imageCount = _imageBindingsCount[stageIndex];
if (imageCount == 0)
{
return;
}
if (pool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
return;
}
// Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindingsCount[stageIndex];
for (int index = 0; index < imageCount; index++)
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
Texture texture = pool.Get(textureId);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
}
else
{
if (isStore)
{
texture?.SignalModified();
}
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
{
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
_imageState[stageIndex][index].Texture = hostTexture;
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
}
}
}
}
/// <summary>
/// Gets the texture descriptor for a given texture handle.
/// </summary>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <param name="stageIndex">The stage number where the texture is bound</param>
/// <param name="handle">The texture handle</param>
/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
/// <returns>The texture descriptor for the specified texture</returns>
public TextureDescriptor GetTextureDescriptor(
ulong poolGpuVa,
int bufferIndex,
int maximumId,
int stageIndex,
int handle,
int cbufSlot)
{
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
return texturePool.GetDescriptor(textureId);
}
/// <summary>
/// Reads a packed texture and sampler ID (basically, the real texture handle)
/// from the texture constant buffer.
/// </summary>
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
ulong textureBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (handleType != TextureHandleType.CombinedSampler)
{
ulong samplerBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
if (handleType == TextureHandleType.SeparateSamplerId)
{
samplerHandle <<= 20;
}
handle |= samplerHandle;
}
return handle;
}
/// <summary>
/// Unpacks the texture ID from the real texture handle.
/// </summary>
/// <param name="packedId">The real texture handle</param>
/// <returns>The texture ID</returns>
private static int UnpackTextureId(int packedId)
{
return (packedId >> 0) & 0xfffff;
}
/// <summary>
/// Unpacks the sampler ID from the real texture handle.
/// </summary>
/// <param name="packedId">The real texture handle</param>
/// <returns>The sampler ID</returns>
private static int UnpackSamplerId(int packedId)
{
return (packedId >> 20) & 0xfff;
}
/// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()
{
_rebind = true;
}
/// <summary>
/// Disposes all textures and samplers in the cache.
/// </summary>
public void Dispose()
{
_samplerPool?.Dispose();
}
}
}