diff options
| author | TSR Berry <20988865+TSRBerry@users.noreply.github.com> | 2023-04-08 01:22:00 +0200 |
|---|---|---|
| committer | Mary <thog@protonmail.com> | 2023-04-27 23:51:14 +0200 |
| commit | cee712105850ac3385cd0091a923438167433f9f (patch) | |
| tree | 4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /Ryujinx.Graphics.Gpu/Image/TextureCache.cs | |
| parent | cd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff) | |
Move solution and projects to src
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureCache.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureCache.cs | 1180 |
1 files changed, 0 insertions, 1180 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs deleted file mode 100644 index c3243cf2..00000000 --- a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs +++ /dev/null @@ -1,1180 +0,0 @@ -using Ryujinx.Common; -using Ryujinx.Graphics.GAL; -using Ryujinx.Graphics.Gpu.Engine.Threed; -using Ryujinx.Graphics.Gpu.Engine.Twod; -using Ryujinx.Graphics.Gpu.Engine.Types; -using Ryujinx.Graphics.Gpu.Memory; -using Ryujinx.Graphics.Texture; -using Ryujinx.Memory.Range; -using System; -using System.Collections.Generic; - -namespace Ryujinx.Graphics.Gpu.Image -{ - /// <summary> - /// Texture cache. - /// </summary> - class TextureCache : IDisposable - { - private readonly 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 PhysicalMemory _physicalMemory; - - private readonly MultiRangeList<Texture> _textures; - private readonly HashSet<Texture> _partiallyMappedTextures; - - private Texture[] _textureOverlaps; - private OverlapInfo[] _overlapInfo; - - private readonly AutoDeleteCache _cache; - - /// <summary> - /// Constructs a new instance of the texture manager. - /// </summary> - /// <param name="context">The GPU context that the texture manager belongs to</param> - /// <param name="physicalMemory">Physical memory where the textures managed by this cache are mapped</param> - public TextureCache(GpuContext context, PhysicalMemory physicalMemory) - { - _context = context; - _physicalMemory = physicalMemory; - - _textures = new MultiRangeList<Texture>(); - _partiallyMappedTextures = new HashSet<Texture>(); - - _textureOverlaps = new Texture[OverlapsBufferInitialCapacity]; - _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity]; - - _cache = new AutoDeleteCache(); - } - - /// <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; - - MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size); - - lock (_textures) - { - overlapCount = _textures.FindOverlaps(unmapped, ref overlaps); - } - - for (int i = 0; i < overlapCount; i++) - { - overlaps[i].Unmapped(unmapped); - } - - // If any range was previously unmapped, we also need to purge - // all partially mapped texture, as they might be fully mapped now. - for (int i = 0; i < unmapped.Count; i++) - { - if (unmapped.GetSubRange(i).Address == MemoryManager.PteUnmapped) - { - lock (_partiallyMappedTextures) - { - foreach (var texture in _partiallyMappedTextures) - { - texture.Unmapped(unmapped); - } - } - - break; - } - } - } - - /// <summary> - /// Determines if a given texture is eligible for upscaling from its info. - /// </summary> - /// <param name="info">The texture info to check</param> - /// <param name="withUpscale">True if the user of the texture would prefer it to be upscaled immediately</param> - /// <returns>True if eligible</returns> - private static TextureScaleMode IsUpscaleCompatible(TextureInfo info, bool withUpscale) - { - if ((info.Target == Target.Texture2D || info.Target == Target.Texture2DArray || info.Target == Target.Texture2DMultisample) && !info.FormatInfo.IsCompressed) - { - return UpscaleSafeMode(info) ? (withUpscale ? TextureScaleMode.Scaled : TextureScaleMode.Eligible) : TextureScaleMode.Undesired; - } - - return TextureScaleMode.Blacklisted; - } - - /// <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> - private static 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; - } - - int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel; - - 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. - - bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment); - - if (possiblySquare) - { - return false; - } - } - - if (info.Height < 360) - { - int aspectWidth = (int)MathF.Ceiling((info.Height / 9f) * 16f); - int aspectMaxWidth = BitUtils.AlignUp(aspectWidth, widthAlignment); - int aspectMinWidth = BitUtils.AlignDown(aspectWidth, widthAlignment); - - if (info.Width >= aspectMinWidth && info.Width <= aspectMaxWidth && 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; - } - } - - if (info.Width == info.Height * info.Height) - { - // Possibly used for a "3D texture" drawn onto a 2D surface. - // Some games do this to generate a tone mapping LUT without rendering into 3D texture slices. - - return false; - } - - return true; - } - - /// <summary> - /// Lifts the texture to the top of the AutoDeleteCache. This is primarily used to enforce that - /// data written to a target will be flushed to memory should the texture be deleted, but also - /// keeps rendered textures alive without a pool reference. - /// </summary> - /// <param name="texture">Texture to lift</param> - public void Lift(Texture texture) - { - _cache.Lift(texture); - } - - /// <summary> - /// Attempts to update a texture's physical memory range. - /// Returns false if there is an existing texture that matches with the updated range. - /// </summary> - /// <param name="texture">Texture to update</param> - /// <param name="range">New physical memory range</param> - /// <returns>True if the mapping was updated, false otherwise</returns> - public bool UpdateMapping(Texture texture, MultiRange range) - { - // There cannot be an existing texture compatible with this mapping in the texture cache already. - int overlapCount = _textures.FindOverlaps(range, ref _textureOverlaps); - - for (int i = 0; i < overlapCount; i++) - { - var other = _textureOverlaps[i]; - - if (texture != other && - (texture.IsViewCompatible(other.Info, other.Range, true, other.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible || - other.IsViewCompatible(texture.Info, texture.Range, true, texture.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible)) - { - return false; - } - } - - _textures.Remove(texture); - - texture.ReplaceRange(range); - - _textures.Add(texture); - - return true; - } - - /// <summary> - /// Tries to find an existing texture, or create a new one if not found. - /// </summary> - /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> - /// <param name="copyTexture">Copy texture to find or create</param> - /// <param name="offset">Offset to be added to the physical texture address</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( - MemoryManager memoryManager, - TwodTexture copyTexture, - ulong offset, - FormatInfo formatInfo, - bool shouldCreate, - bool preferScaling, - Size sizeHint) - { - 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() + offset, - GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, copyTexture.LinearLayout), - 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; - } - - if (!shouldCreate) - { - flags |= TextureSearchFlags.NoCreate; - } - - Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0); - - texture?.SynchronizeMemory(); - - return texture; - } - - /// <summary> - /// Tries to find an existing texture, or create a new one if not found. - /// </summary> - /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> - /// <param name="colorState">Color buffer texture to find or create</param> - /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</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( - MemoryManager memoryManager, - RtColorState colorState, - bool layered, - 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 && layered - ? Target.Texture2DMultisampleArray - : Target.Texture2DMultisample; - } - else - { - target = colorState.Depth > 1 && layered - ? 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(), - GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, isLinear), - colorState.Height, - colorState.Depth, - 1, - samplesInX, - samplesInY, - stride, - isLinear, - gobBlocksInY, - gobBlocksInZ, - 1, - target, - formatInfo); - - int layerSize = !isLinear ? colorState.LayerSize * 4 : 0; - - Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize); - - texture?.SynchronizeMemory(); - - return texture; - } - - /// <summary> - /// Tries to find an existing texture, or create a new one if not found. - /// </summary> - /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> - /// <param name="dsState">Depth-stencil buffer texture to find or create</param> - /// <param name="size">Size of the depth-stencil texture</param> - /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</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( - MemoryManager memoryManager, - RtDepthStencilState dsState, - Size3D size, - bool layered, - int samplesInX, - int samplesInY, - Size sizeHint) - { - int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY(); - int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ(); - - Target target; - - if (dsState.MemoryLayout.UnpackIsTarget3D()) - { - target = Target.Texture3D; - } - else if ((samplesInX | samplesInY) != 1) - { - target = size.Depth > 1 && layered - ? Target.Texture2DMultisampleArray - : Target.Texture2DMultisample; - } - else - { - target = size.Depth > 1 && layered - ? Target.Texture2DArray - : Target.Texture2D; - } - - FormatInfo formatInfo = dsState.Format.Convert(); - - TextureInfo info = new TextureInfo( - dsState.Address.Pack(), - GetMinimumWidthInGob(size.Width, sizeHint.Width, formatInfo.BytesPerPixel, false), - size.Height, - size.Depth, - 1, - samplesInX, - samplesInY, - 0, - false, - gobBlocksInY, - gobBlocksInZ, - 1, - target, - formatInfo); - - Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4); - - texture?.SynchronizeMemory(); - - return texture; - } - - /// <summary> - /// For block linear textures, gets the minimum width of the texture - /// that would still have the same number of GOBs per row as the original width. - /// </summary> - /// <param name="width">The possibly aligned texture width</param> - /// <param name="minimumWidth">The minimum width that the texture may have without losing data</param> - /// <param name="bytesPerPixel">Bytes per pixel of the texture format</param> - /// <param name="isLinear">True if the texture is linear, false for block linear</param> - /// <returns>The minimum width of the texture with the same amount of GOBs per row</returns> - private static int GetMinimumWidthInGob(int width, int minimumWidth, int bytesPerPixel, bool isLinear) - { - if (isLinear || (uint)minimumWidth >= (uint)width) - { - return width; - } - - // Calculate the minimum possible that would not cause data loss - // and would be still within the same GOB (aligned size would be the same). - // This is useful for render and copy operations, where we don't know the - // exact width of the texture, but it doesn't matter, as long the texture is - // at least as large as the region being rendered or copied. - - int alignment = 64 / bytesPerPixel; - int widthAligned = BitUtils.AlignUp(width, alignment); - - return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned); - } - - /// <summary> - /// Tries to find an existing texture, or create a new one if not found. - /// </summary> - /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> - /// <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="range">Optional ranges of physical memory where the texture data is located</param> - /// <returns>The texture</returns> - public Texture FindOrCreateTexture( - MemoryManager memoryManager, - TextureSearchFlags flags, - TextureInfo info, - int layerSize = 0, - MultiRange? range = null) - { - bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0; - - TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0); - - ulong address; - - if (range != null) - { - address = range.Value.GetSubRange(0).Address; - } - else - { - address = memoryManager.Translate(info.GpuAddress); - - // If the start address is unmapped, let's try to find a page of memory that is mapped. - if (address == MemoryManager.PteUnmapped) - { - // Make sure that the dimensions are valid before calculating the texture size. - if (info.Width < 1 || info.Height < 1 || info.Levels < 1) - { - return null; - } - - if ((info.Target == Target.Texture3D || - info.Target == Target.Texture2DArray || - info.Target == Target.Texture2DMultisampleArray || - info.Target == Target.CubemapArray) && info.DepthOrLayers < 1) - { - return null; - } - - ulong dataSize = (ulong)info.CalculateSizeInfo(layerSize).TotalSize; - - address = memoryManager.TranslateFirstMapped(info.GpuAddress, dataSize); - } - - // If address is still invalid, the texture is fully unmapped, so it has no data, just return null. - 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 (range != null) - { - // If a range of memory was supplied, just check if the ranges match. - if (!overlap.Range.Equals(range.Value)) - { - continue; - } - } - else - { - // 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) && - !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) - { - texture.SynchronizeMemory(); - - return texture; - } - else if (flags.HasFlag(TextureSearchFlags.NoCreate)) - { - return null; - } - - // Calculate texture sizes, used to find all overlapping textures. - SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize); - - ulong size = (ulong)sizeInfo.TotalSize; - bool partiallyMapped = false; - - if (range == null) - { - range = memoryManager.GetPhysicalRegions(info.GpuAddress, size); - - for (int i = 0; i < range.Value.Count; i++) - { - if (range.Value.GetSubRange(i).Address == MemoryManager.PteUnmapped) - { - partiallyMapped = true; - break; - } - } - } - - // 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, add temporary references - - for (int index = 0; index < overlapsCount; index++) - { - Texture overlap = _textureOverlaps[index]; - TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible( - info, - range.Value, - isSamplerTexture, - sizeInfo.LayerSize, - _context.Capabilities, - 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); - overlap.IncrementReferenceCount(); - } - - // 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) - { - if (!isSamplerTexture) - { - // If this is not a sampler texture, the size might be different from the requested size, - // so we need to make sure the texture information has the correct size for this base texture, - // before creating the view. - info = info.CreateInfoForLevelView(overlap, oInfo.FirstLevel); - } - - texture = overlap.CreateView(info, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel); - 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, _physicalMemory, info, sizeInfo, range.Value, scaleMode); - - texture.InitializeGroup(true, true, new List<TextureIncompatibleOverlap>()); - 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.LayoutIncompatible) - { - if (!overlap.IsView && texture.DataOverlaps(overlap, oInfo.Compatibility)) - { - texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true); - } - } - else if (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, _physicalMemory, 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; - - var incompatibleOverlaps = new List<TextureIncompatibleOverlap>(); - - for (int index = 0; index < overlapsCount; index++) - { - Texture overlap = _textureOverlaps[index]; - bool overlapInCache = overlap.CacheNode != null; - - TextureViewCompatibility compatibility = texture.IsViewCompatible( - overlap.Info, - overlap.Range, - exactSize: true, - overlap.LayerSize, - _context.Capabilities, - out int firstLayer, - out int firstLevel); - - if (overlap.IsView && compatibility == TextureViewCompatibility.Full) - { - compatibility = TextureViewCompatibility.CopyOnly; - } - - if (compatibility > TextureViewCompatibility.LayoutIncompatible) - { - _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel); - _textureOverlaps[index] = _textureOverlaps[viewCompatible]; - _textureOverlaps[viewCompatible] = overlap; - - if (compatibility == TextureViewCompatibility.Full) - { - if (viewCompatible != fullyCompatible) - { - // 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++; - } - - viewCompatible++; - - hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices(); - hasMipViews |= overlap.Info.Levels < texture.Info.Levels; - } - else - { - bool dataOverlaps = texture.DataOverlaps(overlap, compatibility); - - if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group)) - { - incompatibleOverlaps.Add(new TextureIncompatibleOverlap(overlap.Group, compatibility)); - } - - bool removeOverlap; - bool modified = overlap.CheckModified(false); - - if (overlapInCache || !setData) - { - if (!dataOverlaps) - { - // Allow textures to overlap if their data does not actually overlap. - // This typically happens when mip level subranges of a layered texture are used. (each texture fills the gaps of the others) - continue; - } - - // The overlap texture is going to contain garbage data after we draw, or is generally incompatible. - // The texture group will obtain copy dependencies for any subresources that are compatible between the two textures, - // but sometimes its data must be flushed regardless. - - // 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 flush = overlapInCache && !modified && overlap.AlwaysFlushOnOverlap; - - setData |= modified || flush; - - if (overlapInCache) - { - _cache.Remove(overlap, flush); - } - - removeOverlap = modified; - } - else - { - // If an incompatible overlapping texture has been modified, then it's data is likely destined for this texture, - // and the overlapped texture will contain garbage. In this case, it should be removed to save memory. - removeOverlap = modified; - } - - if (removeOverlap && overlap.Info.Target != Target.TextureBuffer) - { - overlap.RemoveFromPools(false); - } - } - } - - texture.InitializeGroup(hasLayerViews, hasMipViews, incompatibleOverlaps); - - // 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); - - texture.Group.InitializeOverlaps(); - - 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; - } - - // Note: If we allow different sizes for those overlaps, - // we need to make sure that the "info" has the correct size for the parent texture here. - // Since this is not allowed right now, we don't need to do it. - - TextureInfo overlapInfo = overlap.Info; - - 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. - - 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); - } - - if (partiallyMapped) - { - lock (_partiallyMappedTextures) - { - _partiallyMappedTextures.Add(texture); - } - } - - ShrinkOverlapsBufferIfNeeded(); - - for (int i = 0; i < overlapsCount; i++) - { - _textureOverlaps[i].DecrementReferenceCount(); - } - - return texture; - } - - /// <summary> - /// Attempt to find a texture on the short duration cache. - /// </summary> - /// <param name="descriptor">The texture descriptor</param> - /// <returns>The texture if found, null otherwise</returns> - public Texture FindShortCache(in TextureDescriptor descriptor) - { - return _cache.FindShortCache(descriptor); - } - - /// <summary> - /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null. - /// </summary> - /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> - /// <param name="gpuVa">GPU virtual address of the texture</param> - /// <param name="bpp">Bytes per pixel</param> - /// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param> - /// <param name="height">If <paramref name="linear"/> is false, should have the texture height, otherwise ignored</param> - /// <param name="xCount">Number of pixels to be copied per line</param> - /// <param name="yCount">Number of lines to be copied</param> - /// <param name="linear">True if the texture has a linear layout, false otherwise</param> - /// <param name="gobBlocksInY">If <paramref name="linear"/> is false, the amount of GOB blocks in the Y axis</param> - /// <param name="gobBlocksInZ">If <paramref name="linear"/> is false, the amount of GOB blocks in the Z axis</param> - /// <returns>A matching texture, or null if there is no match</returns> - public Texture FindTexture( - MemoryManager memoryManager, - ulong gpuVa, - int bpp, - int stride, - int height, - int xCount, - int yCount, - bool linear, - int gobBlocksInY, - int gobBlocksInZ) - { - ulong address = memoryManager.Translate(gpuVa); - - if (address == MemoryManager.PteUnmapped) - { - return null; - } - - int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps); - Texture textureMatch = null; - - for (int i = 0; i < addressMatches; i++) - { - Texture texture = _textureOverlaps[i]; - FormatInfo format = texture.Info.FormatInfo; - - if (texture.Info.DepthOrLayers > 1 || texture.Info.Levels > 1 || texture.Info.FormatInfo.IsCompressed) - { - // Don't support direct buffer copies to anything that isn't a single 2D image, uncompressed. - 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 == stride && 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 = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height; - bool formatMatch = !texture.Info.IsLinear && - texture.Info.GobBlocksInY == gobBlocksInY && - texture.Info.GobBlocksInZ == gobBlocksInZ; - - match = sizeMatch && formatMatch; - } - - if (match) - { - if (textureMatch == null) - { - textureMatch = texture; - } - else if (texture.Group != textureMatch.Group) - { - return null; // It's ambiguous which texture should match between multiple choices, so leave it up to the slow path. - } - } - } - - return textureMatch; - } - - /// <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> - /// 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 && !caps.SupportsSnormBufferTextureFormat) - { - // If the host does not support signed normalized formats, we use a signed integer format instead. - // 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); - } - - lock (_partiallyMappedTextures) - { - _partiallyMappedTextures.Remove(texture); - } - } - - /// <summary> - /// Adds a texture to the short duration cache. This typically keeps it alive for two ticks. - /// </summary> - /// <param name="texture">Texture to add to the short cache</param> - /// <param name="descriptor">Last used texture descriptor</param> - public void AddShortCache(Texture texture, ref TextureDescriptor descriptor) - { - _cache.AddShortCache(texture, ref descriptor); - } - - /// <summary> - /// Removes a texture from the short duration cache. - /// </summary> - /// <param name="texture">Texture to remove from the short cache</param> - public void RemoveShortCache(Texture texture) - { - _cache.RemoveShortCache(texture); - } - - /// <summary> - /// Ticks periodic elements of the texture cache. - /// </summary> - public void Tick() - { - _cache.ProcessShortCache(); - } - - /// <summary> - /// Disposes all textures and samplers in the cache. - /// It's an error to use the texture cache after disposal. - /// </summary> - public void Dispose() - { - lock (_textures) - { - foreach (Texture texture in _textures) - { - texture.Dispose(); - } - } - } - } -} |
