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Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
This commit is contained in:
parent
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commit
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83 changed files with 3263 additions and 955 deletions
714
src/Ryujinx.Graphics.Gpu/Image/TextureBindingsArrayCache.cs
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714
src/Ryujinx.Graphics.Gpu/Image/TextureBindingsArrayCache.cs
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture bindings array cache.
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/// </summary>
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class TextureBindingsArrayCache
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{
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/// <summary>
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/// Minimum timestamp delta until texture array can be removed from the cache.
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/// </summary>
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private const int MinDeltaForRemoval = 20000;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly bool _isCompute;
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/// <summary>
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/// Array cache entry key.
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/// </summary>
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private readonly struct CacheEntryKey : IEquatable<CacheEntryKey>
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{
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/// <summary>
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/// Whether the entry is for an image.
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/// </summary>
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public readonly bool IsImage;
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/// <summary>
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/// Texture or image target type.
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/// </summary>
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public readonly Target Target;
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/// <summary>
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/// Word offset of the first handle on the constant buffer.
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/// </summary>
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public readonly int HandleIndex;
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/// <summary>
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/// Number of entries of the array.
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/// </summary>
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public readonly int ArrayLength;
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private readonly TexturePool _texturePool;
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private readonly SamplerPool _samplerPool;
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private readonly BufferBounds _textureBufferBounds;
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/// <summary>
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/// Creates a new array cache entry.
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/// </summary>
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/// <param name="isImage">Whether the entry is for an image</param>
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/// <param name="bindingInfo">Binding information for the array</param>
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/// <param name="texturePool">Texture pool where the array textures are located</param>
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/// <param name="samplerPool">Sampler pool where the array samplers are located</param>
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/// <param name="textureBufferBounds">Constant buffer bounds with the texture handles</param>
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public CacheEntryKey(
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bool isImage,
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TextureBindingInfo bindingInfo,
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TexturePool texturePool,
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SamplerPool samplerPool,
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ref BufferBounds textureBufferBounds)
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{
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IsImage = isImage;
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Target = bindingInfo.Target;
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HandleIndex = bindingInfo.Handle;
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ArrayLength = bindingInfo.ArrayLength;
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_texturePool = texturePool;
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_samplerPool = samplerPool;
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_textureBufferBounds = textureBufferBounds;
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}
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/// <summary>
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/// Checks if the texture and sampler pools matches the cached pools.
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/// </summary>
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/// <param name="texturePool">Texture pool instance</param>
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/// <param name="samplerPool">Sampler pool instance</param>
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/// <returns>True if the pools match, false otherwise</returns>
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private bool MatchesPools(TexturePool texturePool, SamplerPool samplerPool)
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{
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return _texturePool == texturePool && _samplerPool == samplerPool;
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}
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/// <summary>
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/// Checks if the cached constant buffer address and size matches.
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/// </summary>
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/// <param name="textureBufferBounds">New buffer address and size</param>
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/// <returns>True if the address and size matches, false otherwise</returns>
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private bool MatchesBufferBounds(BufferBounds textureBufferBounds)
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{
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return _textureBufferBounds.Equals(textureBufferBounds);
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}
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public bool Equals(CacheEntryKey other)
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{
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return IsImage == other.IsImage &&
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Target == other.Target &&
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HandleIndex == other.HandleIndex &&
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ArrayLength == other.ArrayLength &&
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MatchesPools(other._texturePool, other._samplerPool) &&
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MatchesBufferBounds(other._textureBufferBounds);
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}
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public override bool Equals(object obj)
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{
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return obj is CacheEntryKey other && Equals(other);
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}
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public override int GetHashCode()
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{
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return _textureBufferBounds.Range.GetHashCode();
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}
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}
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/// <summary>
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/// Array cache entry.
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/// </summary>
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private class CacheEntry
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{
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/// <summary>
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/// Key for this entry on the cache.
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/// </summary>
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public readonly CacheEntryKey Key;
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/// <summary>
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/// Linked list node used on the texture bindings array cache.
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/// </summary>
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public LinkedListNode<CacheEntry> CacheNode;
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/// <summary>
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/// Timestamp set on the last use of the array by the cache.
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/// </summary>
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public int CacheTimestamp;
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/// <summary>
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/// All cached textures, along with their invalidated sequence number as value.
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/// </summary>
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public readonly Dictionary<Texture, int> Textures;
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/// <summary>
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/// All pool texture IDs along with their textures.
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/// </summary>
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public readonly Dictionary<int, Texture> TextureIds;
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/// <summary>
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/// All pool sampler IDs along with their samplers.
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/// </summary>
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public readonly Dictionary<int, Sampler> SamplerIds;
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/// <summary>
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/// Backend texture array if the entry is for a texture, otherwise null.
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/// </summary>
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public readonly ITextureArray TextureArray;
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/// <summary>
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/// Backend image array if the entry is for an image, otherwise null.
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/// </summary>
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public readonly IImageArray ImageArray;
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private readonly TexturePool _texturePool;
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private readonly SamplerPool _samplerPool;
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private int _texturePoolSequence;
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private int _samplerPoolSequence;
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private int[] _cachedTextureBuffer;
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private int[] _cachedSamplerBuffer;
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private int _lastSequenceNumber;
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/// <summary>
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/// Creates a new array cache entry.
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/// </summary>
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/// <param name="key">Key for this entry on the cache</param>
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/// <param name="texturePool">Texture pool where the array textures are located</param>
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/// <param name="samplerPool">Sampler pool where the array samplers are located</param>
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private CacheEntry(ref CacheEntryKey key, TexturePool texturePool, SamplerPool samplerPool)
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{
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Key = key;
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Textures = new Dictionary<Texture, int>();
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TextureIds = new Dictionary<int, Texture>();
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SamplerIds = new Dictionary<int, Sampler>();
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_texturePool = texturePool;
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_samplerPool = samplerPool;
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_lastSequenceNumber = -1;
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}
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/// <summary>
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/// Creates a new array cache entry.
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/// </summary>
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/// <param name="key">Key for this entry on the cache</param>
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/// <param name="array">Backend texture array</param>
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/// <param name="texturePool">Texture pool where the array textures are located</param>
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/// <param name="samplerPool">Sampler pool where the array samplers are located</param>
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public CacheEntry(ref CacheEntryKey key, ITextureArray array, TexturePool texturePool, SamplerPool samplerPool) : this(ref key, texturePool, samplerPool)
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{
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TextureArray = array;
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}
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/// <summary>
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/// Creates a new array cache entry.
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/// </summary>
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/// <param name="key">Key for this entry on the cache</param>
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/// <param name="array">Backend image array</param>
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/// <param name="texturePool">Texture pool where the array textures are located</param>
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/// <param name="samplerPool">Sampler pool where the array samplers are located</param>
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public CacheEntry(ref CacheEntryKey key, IImageArray array, TexturePool texturePool, SamplerPool samplerPool) : this(ref key, texturePool, samplerPool)
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{
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ImageArray = array;
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}
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/// <summary>
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/// Synchronizes memory for all textures in the array.
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/// </summary>
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/// <param name="isStore">Indicates if the texture may be modified by the access</param>
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public void SynchronizeMemory(bool isStore)
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{
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foreach (Texture texture in Textures.Keys)
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{
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texture.SynchronizeMemory();
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if (isStore)
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{
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texture.SignalModified();
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}
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}
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}
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/// <summary>
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/// Clears all cached texture instances.
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/// </summary>
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public void Reset()
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{
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Textures.Clear();
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TextureIds.Clear();
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SamplerIds.Clear();
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}
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/// <summary>
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/// Updates the cached constant buffer data.
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/// </summary>
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/// <param name="cachedTextureBuffer">Constant buffer data with the texture handles (and sampler handles, if they are combined)</param>
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/// <param name="cachedSamplerBuffer">Constant buffer data with the sampler handles</param>
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/// <param name="separateSamplerBuffer">Whether <paramref name="cachedTextureBuffer"/> and <paramref name="cachedSamplerBuffer"/> comes from different buffers</param>
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public void UpdateData(ReadOnlySpan<int> cachedTextureBuffer, ReadOnlySpan<int> cachedSamplerBuffer, bool separateSamplerBuffer)
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{
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_cachedTextureBuffer = cachedTextureBuffer.ToArray();
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_cachedSamplerBuffer = separateSamplerBuffer ? cachedSamplerBuffer.ToArray() : _cachedTextureBuffer;
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}
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/// <summary>
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/// Checks if any texture has been deleted since the last call to this method.
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/// </summary>
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/// <returns>True if one or more textures have been deleted, false otherwise</returns>
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public bool ValidateTextures()
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{
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foreach ((Texture texture, int invalidatedSequence) in Textures)
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{
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if (texture.InvalidatedSequence != invalidatedSequence)
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Checks if the cached texture or sampler pool has been modified since the last call to this method.
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/// </summary>
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/// <returns>True if any used entries of the pools might have been modified, false otherwise</returns>
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public bool PoolsModified()
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{
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bool texturePoolModified = _texturePool.WasModified(ref _texturePoolSequence);
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bool samplerPoolModified = _samplerPool.WasModified(ref _samplerPoolSequence);
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// If both pools were not modified since the last check, we have nothing else to check.
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if (!texturePoolModified && !samplerPoolModified)
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{
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return false;
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}
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// If the pools were modified, let's check if any of the entries we care about changed.
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// Check if any of our cached textures changed on the pool.
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foreach ((int textureId, Texture texture) in TextureIds)
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{
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if (_texturePool.GetCachedItem(textureId) != texture)
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{
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return true;
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}
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}
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// Check if any of our cached samplers changed on the pool.
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foreach ((int samplerId, Sampler sampler) in SamplerIds)
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{
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if (_samplerPool.GetCachedItem(samplerId) != sampler)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if the sequence number matches the one used on the last call to this method.
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/// </summary>
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/// <param name="currentSequenceNumber">Current sequence number</param>
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/// <returns>True if the sequence numbers match, false otherwise</returns>
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public bool MatchesSequenceNumber(int currentSequenceNumber)
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{
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if (_lastSequenceNumber == currentSequenceNumber)
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{
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return true;
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}
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_lastSequenceNumber = currentSequenceNumber;
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return false;
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}
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/// <summary>
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/// Checks if the buffer data matches the cached data.
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/// </summary>
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/// <param name="cachedTextureBuffer">New texture buffer data</param>
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/// <param name="cachedSamplerBuffer">New sampler buffer data</param>
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/// <param name="separateSamplerBuffer">Whether <paramref name="cachedTextureBuffer"/> and <paramref name="cachedSamplerBuffer"/> comes from different buffers</param>
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/// <param name="samplerWordOffset">Word offset of the sampler constant buffer handle that is used</param>
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/// <returns>True if the data matches, false otherwise</returns>
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public bool MatchesBufferData(
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ReadOnlySpan<int> cachedTextureBuffer,
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ReadOnlySpan<int> cachedSamplerBuffer,
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bool separateSamplerBuffer,
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int samplerWordOffset)
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{
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if (_cachedTextureBuffer != null && cachedTextureBuffer.Length > _cachedTextureBuffer.Length)
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{
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cachedTextureBuffer = cachedTextureBuffer[.._cachedTextureBuffer.Length];
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}
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if (!_cachedTextureBuffer.AsSpan().SequenceEqual(cachedTextureBuffer))
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{
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return false;
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}
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if (separateSamplerBuffer)
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{
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if (_cachedSamplerBuffer == null ||
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_cachedSamplerBuffer.Length <= samplerWordOffset ||
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cachedSamplerBuffer.Length <= samplerWordOffset)
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{
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return false;
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}
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int oldValue = _cachedSamplerBuffer[samplerWordOffset];
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int newValue = cachedSamplerBuffer[samplerWordOffset];
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return oldValue == newValue;
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}
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return true;
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}
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}
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private readonly Dictionary<CacheEntryKey, CacheEntry> _cache;
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private readonly LinkedList<CacheEntry> _lruCache;
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private int _currentTimestamp;
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/// <summary>
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/// Creates a new instance of the texture bindings array cache.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="isCompute">Whether the bindings will be used for compute or graphics pipelines</param>
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public TextureBindingsArrayCache(GpuContext context, GpuChannel channel, bool isCompute)
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{
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_context = context;
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_channel = channel;
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_isCompute = isCompute;
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_cache = new Dictionary<CacheEntryKey, CacheEntry>();
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_lruCache = new LinkedList<CacheEntry>();
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}
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/// <summary>
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/// Updates a texture array bindings and textures.
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/// </summary>
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/// <param name="texturePool">Texture pool</param>
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/// <param name="samplerPool">Sampler pool</param>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="stageIndex">Shader stage index where the array is used</param>
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/// <param name="textureBufferIndex">Texture constant buffer index</param>
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/// <param name="samplerIndex">Sampler handles source</param>
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/// <param name="bindingInfo">Array binding information</param>
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public void UpdateTextureArray(
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TexturePool texturePool,
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SamplerPool samplerPool,
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ShaderStage stage,
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int stageIndex,
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int textureBufferIndex,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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{
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Update(texturePool, samplerPool, stage, stageIndex, textureBufferIndex, isImage: false, samplerIndex, bindingInfo);
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}
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/// <summary>
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/// Updates a image array bindings and textures.
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/// </summary>
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/// <param name="texturePool">Texture pool</param>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="stageIndex">Shader stage index where the array is used</param>
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/// <param name="textureBufferIndex">Texture constant buffer index</param>
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/// <param name="bindingInfo">Array binding information</param>
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public void UpdateImageArray(TexturePool texturePool, ShaderStage stage, int stageIndex, int textureBufferIndex, TextureBindingInfo bindingInfo)
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{
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Update(texturePool, null, stage, stageIndex, textureBufferIndex, isImage: true, SamplerIndex.ViaHeaderIndex, bindingInfo);
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}
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/// <summary>
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/// Updates a texture or image array bindings and textures.
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/// </summary>
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/// <param name="texturePool">Texture pool</param>
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/// <param name="samplerPool">Sampler pool</param>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="stageIndex">Shader stage index where the array is used</param>
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/// <param name="textureBufferIndex">Texture constant buffer index</param>
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/// <param name="isImage">Whether the array is a image or texture array</param>
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/// <param name="samplerIndex">Sampler handles source</param>
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/// <param name="bindingInfo">Array binding information</param>
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private void Update(
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TexturePool texturePool,
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SamplerPool samplerPool,
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ShaderStage stage,
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int stageIndex,
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int textureBufferIndex,
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bool isImage,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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{
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(textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, textureBufferIndex);
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bool separateSamplerBuffer = textureBufferIndex != samplerBufferIndex;
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ref BufferBounds textureBufferBounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
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ref BufferBounds samplerBufferBounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
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CacheEntry entry = GetOrAddEntry(
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texturePool,
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samplerPool,
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bindingInfo,
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isImage,
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ref textureBufferBounds,
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out bool isNewEntry);
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bool poolsModified = entry.PoolsModified();
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bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
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ReadOnlySpan<int> cachedTextureBuffer;
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ReadOnlySpan<int> cachedSamplerBuffer;
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if (!poolsModified && !isNewEntry && entry.ValidateTextures())
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{
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if (entry.MatchesSequenceNumber(_context.SequenceNumber))
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{
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entry.SynchronizeMemory(isStore);
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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}
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else
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||||
{
|
||||
_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(textureBufferBounds.Range));
|
||||
|
||||
if (separateSamplerBuffer)
|
||||
{
|
||||
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(samplerBufferBounds.Range));
|
||||
}
|
||||
else
|
||||
{
|
||||
cachedSamplerBuffer = cachedTextureBuffer;
|
||||
}
|
||||
|
||||
(_, int samplerWordOffset, _) = TextureHandle.UnpackOffsets(bindingInfo.Handle);
|
||||
|
||||
if (entry.MatchesBufferData(cachedTextureBuffer, cachedSamplerBuffer, separateSamplerBuffer, samplerWordOffset))
|
||||
{
|
||||
entry.SynchronizeMemory(isStore);
|
||||
|
||||
if (isImage)
|
||||
{
|
||||
_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(textureBufferBounds.Range));
|
||||
|
||||
if (separateSamplerBuffer)
|
||||
{
|
||||
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(samplerBufferBounds.Range));
|
||||
}
|
||||
else
|
||||
{
|
||||
cachedSamplerBuffer = cachedTextureBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isNewEntry)
|
||||
{
|
||||
entry.Reset();
|
||||
}
|
||||
|
||||
entry.UpdateData(cachedTextureBuffer, cachedSamplerBuffer, separateSamplerBuffer);
|
||||
|
||||
Format[] formats = isImage ? new Format[bindingInfo.ArrayLength] : null;
|
||||
ISampler[] samplers = isImage ? null : new ISampler[bindingInfo.ArrayLength];
|
||||
ITexture[] textures = new ITexture[bindingInfo.ArrayLength];
|
||||
|
||||
for (int index = 0; index < bindingInfo.ArrayLength; index++)
|
||||
{
|
||||
int handleIndex = bindingInfo.Handle + index * (Constants.TextureHandleSizeInBytes / sizeof(int));
|
||||
int packedId = TextureHandle.ReadPackedId(handleIndex, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
int samplerId;
|
||||
|
||||
if (samplerIndex == SamplerIndex.ViaHeaderIndex)
|
||||
{
|
||||
samplerId = textureId;
|
||||
}
|
||||
else
|
||||
{
|
||||
samplerId = TextureHandle.UnpackSamplerId(packedId);
|
||||
}
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
|
||||
|
||||
if (texture != null)
|
||||
{
|
||||
entry.Textures[texture] = texture.InvalidatedSequence;
|
||||
|
||||
if (isStore)
|
||||
{
|
||||
texture.SignalModified();
|
||||
}
|
||||
}
|
||||
|
||||
Sampler sampler = samplerPool?.Get(samplerId);
|
||||
|
||||
entry.TextureIds[textureId] = texture;
|
||||
entry.SamplerIds[samplerId] = sampler;
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
ISampler hostSampler = sampler?.GetHostSampler(texture);
|
||||
|
||||
Format format = bindingInfo.Format;
|
||||
|
||||
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 accommodate larger data, so we need to re-bind
|
||||
// to ensure we're not using a old buffer that was already deleted.
|
||||
if (isImage)
|
||||
{
|
||||
if (format == 0 && texture != null)
|
||||
{
|
||||
format = texture.Format;
|
||||
}
|
||||
|
||||
_channel.BufferManager.SetBufferTextureStorage(entry.ImageArray, hostTexture, texture.Range, bindingInfo, index, format);
|
||||
}
|
||||
else
|
||||
{
|
||||
_channel.BufferManager.SetBufferTextureStorage(entry.TextureArray, hostTexture, texture.Range, bindingInfo, index, format);
|
||||
}
|
||||
}
|
||||
else if (isImage)
|
||||
{
|
||||
if (format == 0 && texture != null)
|
||||
{
|
||||
format = texture.Format;
|
||||
}
|
||||
|
||||
formats[index] = format;
|
||||
textures[index] = hostTexture;
|
||||
}
|
||||
else
|
||||
{
|
||||
samplers[index] = hostSampler;
|
||||
textures[index] = hostTexture;
|
||||
}
|
||||
}
|
||||
|
||||
if (isImage)
|
||||
{
|
||||
entry.ImageArray.SetFormats(0, formats);
|
||||
entry.ImageArray.SetImages(0, textures);
|
||||
|
||||
_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
|
||||
}
|
||||
else
|
||||
{
|
||||
entry.TextureArray.SetSamplers(0, samplers);
|
||||
entry.TextureArray.SetTextures(0, textures);
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a cached texture entry, or creates a new one if not found.
|
||||
/// </summary>
|
||||
/// <param name="texturePool">Texture pool</param>
|
||||
/// <param name="samplerPool">Sampler pool</param>
|
||||
/// <param name="bindingInfo">Array binding information</param>
|
||||
/// <param name="isImage">Whether the array is a image or texture array</param>
|
||||
/// <param name="textureBufferBounds">Constant buffer bounds with the texture handles</param>
|
||||
/// <param name="isNew">Whether a new entry was created, or an existing one was returned</param>
|
||||
/// <returns>Cache entry</returns>
|
||||
private CacheEntry GetOrAddEntry(
|
||||
TexturePool texturePool,
|
||||
SamplerPool samplerPool,
|
||||
TextureBindingInfo bindingInfo,
|
||||
bool isImage,
|
||||
ref BufferBounds textureBufferBounds,
|
||||
out bool isNew)
|
||||
{
|
||||
CacheEntryKey key = new CacheEntryKey(
|
||||
isImage,
|
||||
bindingInfo,
|
||||
texturePool,
|
||||
samplerPool,
|
||||
ref textureBufferBounds);
|
||||
|
||||
isNew = !_cache.TryGetValue(key, out CacheEntry entry);
|
||||
|
||||
if (isNew)
|
||||
{
|
||||
int arrayLength = bindingInfo.ArrayLength;
|
||||
|
||||
if (isImage)
|
||||
{
|
||||
IImageArray array = _context.Renderer.CreateImageArray(arrayLength, bindingInfo.Target == Target.TextureBuffer);
|
||||
|
||||
_cache.Add(key, entry = new CacheEntry(ref key, array, texturePool, samplerPool));
|
||||
}
|
||||
else
|
||||
{
|
||||
ITextureArray array = _context.Renderer.CreateTextureArray(arrayLength, bindingInfo.Target == Target.TextureBuffer);
|
||||
|
||||
_cache.Add(key, entry = new CacheEntry(ref key, array, texturePool, samplerPool));
|
||||
}
|
||||
}
|
||||
|
||||
if (entry.CacheNode != null)
|
||||
{
|
||||
_lruCache.Remove(entry.CacheNode);
|
||||
_lruCache.AddLast(entry.CacheNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
entry.CacheNode = _lruCache.AddLast(entry);
|
||||
}
|
||||
|
||||
entry.CacheTimestamp = ++_currentTimestamp;
|
||||
|
||||
RemoveLeastUsedEntries();
|
||||
|
||||
return entry;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove entries from the cache that have not been used for some time.
|
||||
/// </summary>
|
||||
private void RemoveLeastUsedEntries()
|
||||
{
|
||||
LinkedListNode<CacheEntry> nextNode = _lruCache.First;
|
||||
|
||||
while (nextNode != null && _currentTimestamp - nextNode.Value.CacheTimestamp >= MinDeltaForRemoval)
|
||||
{
|
||||
LinkedListNode<CacheEntry> toRemove = nextNode;
|
||||
nextNode = nextNode.Next;
|
||||
_cache.Remove(toRemove.Value.Key);
|
||||
_lruCache.Remove(toRemove);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue