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Move solution and projects to src
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3466 changed files with 55 additions and 55 deletions
256
src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
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256
src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// An entry on the short duration texture cache.
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/// </summary>
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class ShortTextureCacheEntry
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{
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public readonly TextureDescriptor Descriptor;
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public readonly int InvalidatedSequence;
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public readonly Texture Texture;
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/// <summary>
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/// Create a new entry on the short duration texture cache.
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/// </summary>
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/// <param name="descriptor">Last descriptor that referenced the texture</param>
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/// <param name="texture">The texture</param>
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public ShortTextureCacheEntry(TextureDescriptor descriptor, Texture texture)
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{
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Descriptor = descriptor;
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InvalidatedSequence = texture.InvalidatedSequence;
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Texture = texture;
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}
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}
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/// <summary>
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/// A texture cache that automatically removes older textures that are not used for some time.
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/// The cache works with a rotated list with a fixed size. When new textures are added, the
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/// old ones at the bottom of the list are deleted.
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/// </summary>
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class AutoDeleteCache : IEnumerable<Texture>
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{
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private const int MinCountForDeletion = 32;
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private const int MaxCapacity = 2048;
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private const ulong MaxTextureSizeCapacity = 512 * 1024 * 1024; // MB;
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private readonly LinkedList<Texture> _textures;
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private ulong _totalSize;
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private HashSet<ShortTextureCacheEntry> _shortCacheBuilder;
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private HashSet<ShortTextureCacheEntry> _shortCache;
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private Dictionary<TextureDescriptor, ShortTextureCacheEntry> _shortCacheLookup;
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/// <summary>
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/// Creates a new instance of the automatic deletion cache.
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/// </summary>
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public AutoDeleteCache()
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{
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_textures = new LinkedList<Texture>();
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_shortCacheBuilder = new HashSet<ShortTextureCacheEntry>();
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_shortCache = new HashSet<ShortTextureCacheEntry>();
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_shortCacheLookup = new Dictionary<TextureDescriptor, ShortTextureCacheEntry>();
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}
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/// <summary>
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/// Adds a new texture to the cache, even if the texture added is already on the cache.
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/// </summary>
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/// <remarks>
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/// Using this method is only recommended if you know that the texture is not yet on the cache,
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/// otherwise it would store the same texture more than once.
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/// </remarks>
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/// <param name="texture">The texture to be added to the cache</param>
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public void Add(Texture texture)
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{
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_totalSize += texture.Size;
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texture.IncrementReferenceCount();
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texture.CacheNode = _textures.AddLast(texture);
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if (_textures.Count > MaxCapacity ||
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(_totalSize > MaxTextureSizeCapacity && _textures.Count >= MinCountForDeletion))
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{
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RemoveLeastUsedTexture();
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}
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}
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/// <summary>
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/// Adds a new texture to the cache, or just moves it to the top of the list if the
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/// texture is already on the cache.
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/// </summary>
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/// <remarks>
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/// Moving the texture to the top of the list prevents it from being deleted,
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/// as the textures on the bottom of the list are deleted when new ones are added.
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/// </remarks>
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/// <param name="texture">The texture to be added, or moved to the top</param>
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public void Lift(Texture texture)
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{
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if (texture.CacheNode != null)
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{
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if (texture.CacheNode != _textures.Last)
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{
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = _textures.AddLast(texture);
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}
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if (_totalSize > MaxTextureSizeCapacity && _textures.Count >= MinCountForDeletion)
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{
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RemoveLeastUsedTexture();
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}
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}
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else
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{
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Add(texture);
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}
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}
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/// <summary>
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/// Removes the least used texture from the cache.
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/// </summary>
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private void RemoveLeastUsedTexture()
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{
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Texture oldestTexture = _textures.First.Value;
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_totalSize -= oldestTexture.Size;
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if (!oldestTexture.CheckModified(false))
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{
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// The texture must be flushed if it falls out of the auto delete cache.
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// Flushes out of the auto delete cache do not trigger write tracking,
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// as it is expected that other overlapping textures exist that have more up-to-date contents.
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oldestTexture.Group.SynchronizeDependents(oldestTexture);
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oldestTexture.FlushModified(false);
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}
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_textures.RemoveFirst();
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oldestTexture.DecrementReferenceCount();
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oldestTexture.CacheNode = null;
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}
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/// <summary>
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/// Removes a texture from the cache.
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/// </summary>
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/// <param name="texture">The texture to be removed from the cache</param>
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/// <param name="flush">True to remove the texture if it was on the cache</param>
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/// <returns>True if the texture was found and removed, false otherwise</returns>
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public bool Remove(Texture texture, bool flush)
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{
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if (texture.CacheNode == null)
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{
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return false;
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}
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// Remove our reference to this texture.
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if (flush)
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{
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texture.FlushModified(false);
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}
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_textures.Remove(texture.CacheNode);
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_totalSize -= texture.Size;
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texture.CacheNode = null;
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return texture.DecrementReferenceCount();
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}
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/// <summary>
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/// Attempt to find a texture on the short duration cache.
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/// </summary>
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/// <param name="descriptor">The texture descriptor</param>
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/// <returns>The texture if found, null otherwise</returns>
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public Texture FindShortCache(in TextureDescriptor descriptor)
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{
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if (_shortCacheLookup.Count > 0 && _shortCacheLookup.TryGetValue(descriptor, out var entry))
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{
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if (entry.InvalidatedSequence == entry.Texture.InvalidatedSequence)
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{
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return entry.Texture;
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}
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else
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{
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_shortCacheLookup.Remove(descriptor);
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}
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}
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return null;
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}
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/// <summary>
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/// Removes a texture from the short duration cache.
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/// </summary>
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/// <param name="texture">Texture to remove from the short cache</param>
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public void RemoveShortCache(Texture texture)
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{
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bool removed = _shortCache.Remove(texture.ShortCacheEntry);
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removed |= _shortCacheBuilder.Remove(texture.ShortCacheEntry);
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if (removed)
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{
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texture.DecrementReferenceCount();
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_shortCacheLookup.Remove(texture.ShortCacheEntry.Descriptor);
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texture.ShortCacheEntry = null;
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}
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}
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/// <summary>
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/// Adds a texture to the short duration cache.
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/// It starts in the builder set, and it is moved into the deletion set on next process.
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/// </summary>
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/// <param name="texture">Texture to add to the short cache</param>
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/// <param name="descriptor">Last used texture descriptor</param>
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public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
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{
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var entry = new ShortTextureCacheEntry(descriptor, texture);
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_shortCacheBuilder.Add(entry);
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_shortCacheLookup.Add(entry.Descriptor, entry);
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texture.ShortCacheEntry = entry;
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texture.IncrementReferenceCount();
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}
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/// <summary>
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/// Delete textures from the short duration cache.
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/// Moves the builder set to be deleted on next process.
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/// </summary>
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public void ProcessShortCache()
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{
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HashSet<ShortTextureCacheEntry> toRemove = _shortCache;
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foreach (var entry in toRemove)
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{
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entry.Texture.DecrementReferenceCount();
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_shortCacheLookup.Remove(entry.Descriptor);
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entry.Texture.ShortCacheEntry = null;
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}
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toRemove.Clear();
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_shortCache = _shortCacheBuilder;
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_shortCacheBuilder = toRemove;
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}
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public IEnumerator<Texture> GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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}
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}
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72
src/Ryujinx.Graphics.Gpu/Image/FormatInfo.cs
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72
src/Ryujinx.Graphics.Gpu/Image/FormatInfo.cs
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Represents texture format information.
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/// </summary>
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readonly struct FormatInfo
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{
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/// <summary>
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/// A default, generic RGBA8 texture format.
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/// </summary>
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public static FormatInfo Default { get; } = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
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/// <summary>
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/// The format of the texture data.
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// The block width for compressed formats.
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/// </summary>
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/// <remarks>
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/// Must be 1 for non-compressed formats.
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/// </remarks>
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public int BlockWidth { get; }
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/// <summary>
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/// The block height for compressed formats.
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/// </summary>
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/// <remarks>
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/// Must be 1 for non-compressed formats.
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/// </remarks>
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public int BlockHeight { get; }
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/// <summary>
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/// The number of bytes occupied by a single pixel in memory of the texture data.
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/// </summary>
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public int BytesPerPixel { get; }
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/// <summary>
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/// The maximum number of components this format has defined (in RGBA order).
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/// </summary>
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public int Components { get; }
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/// <summary>
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/// Whenever or not the texture format is a compressed format. Determined from block size.
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/// </summary>
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public bool IsCompressed => (BlockWidth | BlockHeight) != 1;
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/// <summary>
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/// Constructs the texture format info structure.
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/// </summary>
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/// <param name="format">The format of the texture data</param>
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/// <param name="blockWidth">The block width for compressed formats. Must be 1 for non-compressed formats</param>
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/// <param name="blockHeight">The block height for compressed formats. Must be 1 for non-compressed formats</param>
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/// <param name="bytesPerPixel">The number of bytes occupied by a single pixel in memory of the texture data</param>
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public FormatInfo(
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Format format,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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int components)
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{
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Format = format;
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BlockWidth = blockWidth;
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BlockHeight = blockHeight;
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BytesPerPixel = bytesPerPixel;
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Components = components;
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}
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}
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}
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578
src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs
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578
src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs
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using Ryujinx.Graphics.GAL;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Contains format tables, for texture and vertex attribute formats.
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/// </summary>
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static class FormatTable
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{
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private enum TextureFormat : uint
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{
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// Formats
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R32G32B32A32 = 0x01,
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R32G32B32 = 0x02,
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R16G16B16A16 = 0x03,
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R32G32 = 0x04,
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R32B24G8 = 0x05,
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X8B8G8R8 = 0x07,
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A8B8G8R8 = 0x08,
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A2B10G10R10 = 0x09,
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R16G16 = 0x0c,
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G8R24 = 0x0d,
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G24R8 = 0x0e,
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R32 = 0x0f,
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A4B4G4R4 = 0x12,
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A5B5G5R1 = 0x13,
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A1B5G5R5 = 0x14,
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B5G6R5 = 0x15,
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B6G5R5 = 0x16,
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G8R8 = 0x18,
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R16 = 0x1b,
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Y8Video = 0x1c,
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R8 = 0x1d,
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G4R4 = 0x1e,
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R1 = 0x1f,
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E5B9G9R9SharedExp = 0x20,
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Bf10Gf11Rf11 = 0x21,
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G8B8G8R8 = 0x22,
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B8G8R8G8 = 0x23,
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Bc1 = 0x24,
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Bc2 = 0x25,
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Bc3 = 0x26,
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Bc4 = 0x27,
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Bc5 = 0x28,
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Bc6HSf16 = 0x10,
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Bc6HUf16 = 0x11,
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Bc7U = 0x17,
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Etc2Rgb = 0x06,
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Etc2RgbPta = 0x0a,
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Etc2Rgba = 0x0b,
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Eac = 0x19,
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Eacx2 = 0x1a,
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Z24S8 = 0x29,
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X8Z24 = 0x2a,
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S8Z24 = 0x2b,
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X4V4Z24Cov4R4V = 0x2c,
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X4V4Z24Cov8R8V = 0x2d,
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V8Z24Cov4R12V = 0x2e,
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Zf32 = 0x2f,
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Zf32X24S8 = 0x30,
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X8Z24X20V4S8Cov4R4V = 0x31,
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X8Z24X20V4S8Cov8R8V = 0x32,
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Zf32X20V4X8Cov4R4V = 0x33,
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Zf32X20V4X8Cov8R8V = 0x34,
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Zf32X20V4S8Cov4R4V = 0x35,
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Zf32X20V4S8Cov8R8V = 0x36,
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X8Z24X16V8S8Cov4R12V = 0x37,
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Zf32X16V8X8Cov4R12V = 0x38,
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Zf32X16V8S8Cov4R12V = 0x39,
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Z16 = 0x3a,
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V8Z24Cov8R24V = 0x3b,
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X8Z24X16V8S8Cov8R24V = 0x3c,
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Zf32X16V8X8Cov8R24V = 0x3d,
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Zf32X16V8S8Cov8R24V = 0x3e,
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Astc2D4x4 = 0x40,
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Astc2D5x4 = 0x50,
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Astc2D5x5 = 0x41,
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Astc2D6x5 = 0x51,
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Astc2D6x6 = 0x42,
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Astc2D8x5 = 0x55,
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Astc2D8x6 = 0x52,
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Astc2D8x8 = 0x44,
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Astc2D10x5 = 0x56,
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Astc2D10x6 = 0x57,
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Astc2D10x8 = 0x53,
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Astc2D10x10 = 0x45,
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Astc2D12x10 = 0x54,
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Astc2D12x12 = 0x46,
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// Types
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Snorm = 0x1,
|
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Unorm = 0x2,
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Sint = 0x3,
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||||
Uint = 0x4,
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SnormForceFp16 = 0x5,
|
||||
UnormForceFp16 = 0x6,
|
||||
Float = 0x7,
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// Component Types
|
||||
RSnorm = Snorm << 7,
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GSnorm = Snorm << 10,
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BSnorm = Snorm << 13,
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ASnorm = Snorm << 16,
|
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RUnorm = Unorm << 7,
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||||
GUnorm = Unorm << 10,
|
||||
BUnorm = Unorm << 13,
|
||||
AUnorm = Unorm << 16,
|
||||
|
||||
RSint = Sint << 7,
|
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GSint = Sint << 10,
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||||
BSint = Sint << 13,
|
||||
ASint = Sint << 16,
|
||||
|
||||
RUint = Uint << 7,
|
||||
GUint = Uint << 10,
|
||||
BUint = Uint << 13,
|
||||
AUint = Uint << 16,
|
||||
|
||||
RSnormForceFp16 = SnormForceFp16 << 7,
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||||
GSnormForceFp16 = SnormForceFp16 << 10,
|
||||
BSnormForceFp16 = SnormForceFp16 << 13,
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||||
ASnormForceFp16 = SnormForceFp16 << 16,
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||||
RUnormForceFp16 = UnormForceFp16 << 7,
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||||
GUnormForceFp16 = UnormForceFp16 << 10,
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||||
BUnormForceFp16 = UnormForceFp16 << 13,
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||||
AUnormForceFp16 = UnormForceFp16 << 16,
|
||||
|
||||
RFloat = Float << 7,
|
||||
GFloat = Float << 10,
|
||||
BFloat = Float << 13,
|
||||
AFloat = Float << 16,
|
||||
|
||||
Srgb = 0x1 << 19, // Custom encoding
|
||||
|
||||
// Combinations
|
||||
R8Unorm = R8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2491d
|
||||
R8Snorm = R8 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x1249d
|
||||
R8Uint = R8 | RUint | GUint | BUint | AUint, // 0x4921d
|
||||
R8Sint = R8 | RSint | GSint | BSint | ASint, // 0x36d9d
|
||||
R16Float = R16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff9b
|
||||
R16Unorm = R16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2491b
|
||||
R16Snorm = R16 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x1249b
|
||||
R16Uint = R16 | RUint | GUint | BUint | AUint, // 0x4921b
|
||||
R16Sint = R16 | RSint | GSint | BSint | ASint, // 0x36d9b
|
||||
R32Float = R32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff8f
|
||||
R32Uint = R32 | RUint | GUint | BUint | AUint, // 0x4920f
|
||||
R32Sint = R32 | RSint | GSint | BSint | ASint, // 0x36d8f
|
||||
G8R8Unorm = G8R8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24918
|
||||
G8R8Snorm = G8R8 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x12498
|
||||
G8R8Uint = G8R8 | RUint | GUint | BUint | AUint, // 0x49218
|
||||
G8R8Sint = G8R8 | RSint | GSint | BSint | ASint, // 0x36d98
|
||||
R16G16Float = R16G16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff8c
|
||||
R16G16Unorm = R16G16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2490c
|
||||
R16G16Snorm = R16G16 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x1248c
|
||||
R16G16Uint = R16G16 | RUint | GUint | BUint | AUint, // 0x4920c
|
||||
R16G16Sint = R16G16 | RSint | GSint | BSint | ASint, // 0x36d8c
|
||||
R32G32Float = R32G32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff84
|
||||
R32G32Uint = R32G32 | RUint | GUint | BUint | AUint, // 0x49204
|
||||
R32G32Sint = R32G32 | RSint | GSint | BSint | ASint, // 0x36d84
|
||||
R32G32B32Float = R32G32B32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff82
|
||||
R32G32B32Uint = R32G32B32 | RUint | GUint | BUint | AUint, // 0x49202
|
||||
R32G32B32Sint = R32G32B32 | RSint | GSint | BSint | ASint, // 0x36d82
|
||||
A8B8G8R8Unorm = A8B8G8R8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24908
|
||||
A8B8G8R8Snorm = A8B8G8R8 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x12488
|
||||
A8B8G8R8Uint = A8B8G8R8 | RUint | GUint | BUint | AUint, // 0x49208
|
||||
A8B8G8R8Sint = A8B8G8R8 | RSint | GSint | BSint | ASint, // 0x36d88
|
||||
R16G16B16A16Float = R16G16B16A16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff83
|
||||
R16G16B16A16Unorm = R16G16B16A16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24903
|
||||
R16G16B16A16Snorm = R16G16B16A16 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x12483
|
||||
R16G16B16A16Uint = R16G16B16A16 | RUint | GUint | BUint | AUint, // 0x49203
|
||||
R16G16B16A16Sint = R16G16B16A16 | RSint | GSint | BSint | ASint, // 0x36d83
|
||||
R32G32B32A32Float = R32G32B32A32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff81
|
||||
R32G32B32A32Uint = R32G32B32A32 | RUint | GUint | BUint | AUint, // 0x49201
|
||||
R32G32B32A32Sint = R32G32B32A32 | RSint | GSint | BSint | ASint, // 0x36d81
|
||||
Z16Unorm = Z16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2493a
|
||||
Zf32RFloatGUintBUintAUint = Zf32 | RFloat | GUint | BUint | AUint, // 0x493af
|
||||
Zf32Float = Zf32 | RFloat | GFloat | BFloat | AFloat, // 0x7ffaf
|
||||
G24R8RUintGUnormBUnormAUnorm = G24R8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a0e
|
||||
Z24S8RUintGUnormBUnormAUnorm = Z24S8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a29
|
||||
Z24S8RUintGUnormBUintAUint = Z24S8 | RUint | GUnorm | BUint | AUint, // 0x48a29
|
||||
S8Z24RUnormGUintBUintAUint = S8Z24 | RUnorm | GUint | BUint | AUint, // 0x4912b
|
||||
R32B24G8RFloatGUintBUnormAUnorm = R32B24G8 | RFloat | GUint | BUnorm | AUnorm, // 0x25385
|
||||
Zf32X24S8RFloatGUintBUnormAUnorm = Zf32X24S8 | RFloat | GUint | BUnorm | AUnorm, // 0x253b0
|
||||
A8B8G8R8UnormSrgb = A8B8G8R8 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4908
|
||||
G4R4Unorm = G4R4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2491e
|
||||
A4B4G4R4Unorm = A4B4G4R4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24912
|
||||
A1B5G5R5Unorm = A1B5G5R5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24914
|
||||
B5G6R5Unorm = B5G6R5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24915
|
||||
A2B10G10R10Unorm = A2B10G10R10 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24909
|
||||
A2B10G10R10Uint = A2B10G10R10 | RUint | GUint | BUint | AUint, // 0x49209
|
||||
Bf10Gf11Rf11Float = Bf10Gf11Rf11 | RFloat | GFloat | BFloat | AFloat, // 0x7ffa1
|
||||
E5B9G9R9SharedExpFloat = E5B9G9R9SharedExp | RFloat | GFloat | BFloat | AFloat, // 0x7ffa0
|
||||
Bc1Unorm = Bc1 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24924
|
||||
Bc2Unorm = Bc2 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24925
|
||||
Bc3Unorm = Bc3 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24926
|
||||
Bc1UnormSrgb = Bc1 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4924
|
||||
Bc2UnormSrgb = Bc2 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4925
|
||||
Bc3UnormSrgb = Bc3 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4926
|
||||
Bc4Unorm = Bc4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24927
|
||||
Bc4Snorm = Bc4 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x124a7
|
||||
Bc5Unorm = Bc5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24928
|
||||
Bc5Snorm = Bc5 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x124a8
|
||||
Bc7UUnorm = Bc7U | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24917
|
||||
Bc7UUnormSrgb = Bc7U | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4917
|
||||
Bc6HSf16Float = Bc6HSf16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff90
|
||||
Bc6HUf16Float = Bc6HUf16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff91
|
||||
Etc2RgbUnorm = Etc2Rgb | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24906
|
||||
Etc2RgbPtaUnorm = Etc2RgbPta | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2490a
|
||||
Etc2RgbaUnorm = Etc2Rgba | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2490b
|
||||
Etc2RgbUnormSrgb = Etc2Rgb | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4906
|
||||
Etc2RgbPtaUnormSrgb = Etc2RgbPta | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa490a
|
||||
Etc2RgbaUnormSrgb = Etc2Rgba | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa490b
|
||||
Astc2D4x4Unorm = Astc2D4x4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24940
|
||||
Astc2D5x4Unorm = Astc2D5x4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24950
|
||||
Astc2D5x5Unorm = Astc2D5x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24941
|
||||
Astc2D6x5Unorm = Astc2D6x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24951
|
||||
Astc2D6x6Unorm = Astc2D6x6 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24942
|
||||
Astc2D8x5Unorm = Astc2D8x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24955
|
||||
Astc2D8x6Unorm = Astc2D8x6 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24952
|
||||
Astc2D8x8Unorm = Astc2D8x8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24944
|
||||
Astc2D10x5Unorm = Astc2D10x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24956
|
||||
Astc2D10x6Unorm = Astc2D10x6 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24957
|
||||
Astc2D10x8Unorm = Astc2D10x8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24953
|
||||
Astc2D10x10Unorm = Astc2D10x10 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24945
|
||||
Astc2D12x10Unorm = Astc2D12x10 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24954
|
||||
Astc2D12x12Unorm = Astc2D12x12 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24946
|
||||
Astc2D4x4UnormSrgb = Astc2D4x4 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4940
|
||||
Astc2D5x4UnormSrgb = Astc2D5x4 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4950
|
||||
Astc2D5x5UnormSrgb = Astc2D5x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4941
|
||||
Astc2D6x5UnormSrgb = Astc2D6x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4951
|
||||
Astc2D6x6UnormSrgb = Astc2D6x6 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4942
|
||||
Astc2D8x5UnormSrgb = Astc2D8x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4955
|
||||
Astc2D8x6UnormSrgb = Astc2D8x6 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4952
|
||||
Astc2D8x8UnormSrgb = Astc2D8x8 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4944
|
||||
Astc2D10x5UnormSrgb = Astc2D10x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4956
|
||||
Astc2D10x6UnormSrgb = Astc2D10x6 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4957
|
||||
Astc2D10x8UnormSrgb = Astc2D10x8 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4953
|
||||
Astc2D10x10UnormSrgb = Astc2D10x10 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4945
|
||||
Astc2D12x10UnormSrgb = Astc2D12x10 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4954
|
||||
Astc2D12x12UnormSrgb = Astc2D12x12 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4946
|
||||
A5B5G5R1Unorm = A5B5G5R1 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24913
|
||||
}
|
||||
|
||||
private enum VertexAttributeFormat : uint
|
||||
{
|
||||
// Width
|
||||
R32G32B32A32 = 0x01,
|
||||
R32G32B32 = 0x02,
|
||||
R16G16B16A16 = 0x03,
|
||||
R32G32 = 0x04,
|
||||
R16G16B16 = 0x05,
|
||||
A8B8G8R8 = 0x2f,
|
||||
R8G8B8A8 = 0x0a,
|
||||
X8B8G8R8 = 0x33,
|
||||
A2B10G10R10 = 0x30,
|
||||
B10G11R11 = 0x31,
|
||||
R16G16 = 0x0f,
|
||||
R32 = 0x12,
|
||||
R8G8B8 = 0x13,
|
||||
G8R8 = 0x32,
|
||||
R8G8 = 0x18,
|
||||
R16 = 0x1b,
|
||||
R8 = 0x1d,
|
||||
A8 = 0x34,
|
||||
|
||||
// Type
|
||||
Snorm = 0x01,
|
||||
Unorm = 0x02,
|
||||
Sint = 0x03,
|
||||
Uint = 0x04,
|
||||
Uscaled = 0x05,
|
||||
Sscaled = 0x06,
|
||||
Float = 0x07,
|
||||
|
||||
// Combinations
|
||||
R8Unorm = (R8 << 21) | (Unorm << 27), // 0x13a00000
|
||||
R8Snorm = (R8 << 21) | (Snorm << 27), // 0x0ba00000
|
||||
R8Uint = (R8 << 21) | (Uint << 27), // 0x23a00000
|
||||
R8Sint = (R8 << 21) | (Sint << 27), // 0x1ba00000
|
||||
R16Float = (R16 << 21) | (Float << 27), // 0x3b600000
|
||||
R16Unorm = (R16 << 21) | (Unorm << 27), // 0x13600000
|
||||
R16Snorm = (R16 << 21) | (Snorm << 27), // 0x0b600000
|
||||
R16Uint = (R16 << 21) | (Uint << 27), // 0x23600000
|
||||
R16Sint = (R16 << 21) | (Sint << 27), // 0x1b600000
|
||||
R32Float = (R32 << 21) | (Float << 27), // 0x3a400000
|
||||
R32Uint = (R32 << 21) | (Uint << 27), // 0x22400000
|
||||
R32Sint = (R32 << 21) | (Sint << 27), // 0x1a400000
|
||||
R8G8Unorm = (R8G8 << 21) | (Unorm << 27), // 0x13000000
|
||||
R8G8Snorm = (R8G8 << 21) | (Snorm << 27), // 0x0b000000
|
||||
R8G8Uint = (R8G8 << 21) | (Uint << 27), // 0x23000000
|
||||
R8G8Sint = (R8G8 << 21) | (Sint << 27), // 0x1b000000
|
||||
R16G16Float = (R16G16 << 21) | (Float << 27), // 0x39e00000
|
||||
R16G16Unorm = (R16G16 << 21) | (Unorm << 27), // 0x11e00000
|
||||
R16G16Snorm = (R16G16 << 21) | (Snorm << 27), // 0x09e00000
|
||||
R16G16Uint = (R16G16 << 21) | (Uint << 27), // 0x21e00000
|
||||
R16G16Sint = (R16G16 << 21) | (Sint << 27), // 0x19e00000
|
||||
R32G32Float = (R32G32 << 21) | (Float << 27), // 0x38800000
|
||||
R32G32Uint = (R32G32 << 21) | (Uint << 27), // 0x20800000
|
||||
R32G32Sint = (R32G32 << 21) | (Sint << 27), // 0x18800000
|
||||
R8G8B8Unorm = (R8G8B8 << 21) | (Unorm << 27), // 0x12600000
|
||||
R8G8B8Snorm = (R8G8B8 << 21) | (Snorm << 27), // 0x0a600000
|
||||
R8G8B8Uint = (R8G8B8 << 21) | (Uint << 27), // 0x22600000
|
||||
R8G8B8Sint = (R8G8B8 << 21) | (Sint << 27), // 0x1a600000
|
||||
R16G16B16Float = (R16G16B16 << 21) | (Float << 27), // 0x38a00000
|
||||
R16G16B16Unorm = (R16G16B16 << 21) | (Unorm << 27), // 0x10a00000
|
||||
R16G16B16Snorm = (R16G16B16 << 21) | (Snorm << 27), // 0x08a00000
|
||||
R16G16B16Uint = (R16G16B16 << 21) | (Uint << 27), // 0x20a00000
|
||||
R16G16B16Sint = (R16G16B16 << 21) | (Sint << 27), // 0x18a00000
|
||||
R32G32B32Float = (R32G32B32 << 21) | (Float << 27), // 0x38400000
|
||||
R32G32B32Uint = (R32G32B32 << 21) | (Uint << 27), // 0x20400000
|
||||
R32G32B32Sint = (R32G32B32 << 21) | (Sint << 27), // 0x18400000
|
||||
R8G8B8A8Unorm = (R8G8B8A8 << 21) | (Unorm << 27), // 0x11400000
|
||||
R8G8B8A8Snorm = (R8G8B8A8 << 21) | (Snorm << 27), // 0x09400000
|
||||
R8G8B8A8Uint = (R8G8B8A8 << 21) | (Uint << 27), // 0x21400000
|
||||
R8G8B8A8Sint = (R8G8B8A8 << 21) | (Sint << 27), // 0x19400000
|
||||
R16G16B16A16Float = (R16G16B16A16 << 21) | (Float << 27), // 0x38600000
|
||||
R16G16B16A16Unorm = (R16G16B16A16 << 21) | (Unorm << 27), // 0x10600000
|
||||
R16G16B16A16Snorm = (R16G16B16A16 << 21) | (Snorm << 27), // 0x08600000
|
||||
R16G16B16A16Uint = (R16G16B16A16 << 21) | (Uint << 27), // 0x20600000
|
||||
R16G16B16A16Sint = (R16G16B16A16 << 21) | (Sint << 27), // 0x18600000
|
||||
R32G32B32A32Float = (R32G32B32A32 << 21) | (Float << 27), // 0x38200000
|
||||
R32G32B32A32Uint = (R32G32B32A32 << 21) | (Uint << 27), // 0x20200000
|
||||
R32G32B32A32Sint = (R32G32B32A32 << 21) | (Sint << 27), // 0x18200000
|
||||
A2B10G10R10Unorm = (A2B10G10R10 << 21) | (Unorm << 27), // 0x16000000
|
||||
A2B10G10R10Uint = (A2B10G10R10 << 21) | (Uint << 27), // 0x26000000
|
||||
B10G11R11Float = (B10G11R11 << 21) | (Float << 27), // 0x3e200000
|
||||
R8Uscaled = (R8 << 21) | (Uscaled << 27), // 0x2ba00000
|
||||
R8Sscaled = (R8 << 21) | (Sscaled << 27), // 0x33a00000
|
||||
R16Uscaled = (R16 << 21) | (Uscaled << 27), // 0x2b600000
|
||||
R16Sscaled = (R16 << 21) | (Sscaled << 27), // 0x33600000
|
||||
R32Uscaled = (R32 << 21) | (Uscaled << 27), // 0x2a400000
|
||||
R32Sscaled = (R32 << 21) | (Sscaled << 27), // 0x32400000
|
||||
R8G8Uscaled = (R8G8 << 21) | (Uscaled << 27), // 0x2b000000
|
||||
R8G8Sscaled = (R8G8 << 21) | (Sscaled << 27), // 0x33000000
|
||||
R16G16Uscaled = (R16G16 << 21) | (Uscaled << 27), // 0x29e00000
|
||||
R16G16Sscaled = (R16G16 << 21) | (Sscaled << 27), // 0x31e00000
|
||||
R32G32Uscaled = (R32G32 << 21) | (Uscaled << 27), // 0x28800000
|
||||
R32G32Sscaled = (R32G32 << 21) | (Sscaled << 27), // 0x30800000
|
||||
R8G8B8Uscaled = (R8G8B8 << 21) | (Uscaled << 27), // 0x2a600000
|
||||
R8G8B8Sscaled = (R8G8B8 << 21) | (Sscaled << 27), // 0x32600000
|
||||
R16G16B16Uscaled = (R16G16B16 << 21) | (Uscaled << 27), // 0x28a00000
|
||||
R16G16B16Sscaled = (R16G16B16 << 21) | (Sscaled << 27), // 0x30a00000
|
||||
R32G32B32Uscaled = (R32G32B32 << 21) | (Uscaled << 27), // 0x28400000
|
||||
R32G32B32Sscaled = (R32G32B32 << 21) | (Sscaled << 27), // 0x30400000
|
||||
R8G8B8A8Uscaled = (R8G8B8A8 << 21) | (Uscaled << 27), // 0x29400000
|
||||
R8G8B8A8Sscaled = (R8G8B8A8 << 21) | (Sscaled << 27), // 0x31400000
|
||||
R16G16B16A16Uscaled = (R16G16B16A16 << 21) | (Uscaled << 27), // 0x28600000
|
||||
R16G16B16A16Sscaled = (R16G16B16A16 << 21) | (Sscaled << 27), // 0x30600000
|
||||
R32G32B32A32Uscaled = (R32G32B32A32 << 21) | (Uscaled << 27), // 0x28200000
|
||||
R32G32B32A32Sscaled = (R32G32B32A32 << 21) | (Sscaled << 27), // 0x30200000
|
||||
A2B10G10R10Snorm = (A2B10G10R10 << 21) | (Snorm << 27), // 0x0e000000
|
||||
A2B10G10R10Sint = (A2B10G10R10 << 21) | (Sint << 27), // 0x1e000000
|
||||
A2B10G10R10Uscaled = (A2B10G10R10 << 21) | (Uscaled << 27), // 0x2e000000
|
||||
A2B10G10R10Sscaled = (A2B10G10R10 << 21) | (Sscaled << 27), // 0x36000000
|
||||
}
|
||||
|
||||
private static readonly Dictionary<TextureFormat, FormatInfo> _textureFormats = new Dictionary<TextureFormat, FormatInfo>()
|
||||
{
|
||||
{ TextureFormat.R8Unorm, new FormatInfo(Format.R8Unorm, 1, 1, 1, 1) },
|
||||
{ TextureFormat.R8Snorm, new FormatInfo(Format.R8Snorm, 1, 1, 1, 1) },
|
||||
{ TextureFormat.R8Uint, new FormatInfo(Format.R8Uint, 1, 1, 1, 1) },
|
||||
{ TextureFormat.R8Sint, new FormatInfo(Format.R8Sint, 1, 1, 1, 1) },
|
||||
{ TextureFormat.R16Float, new FormatInfo(Format.R16Float, 1, 1, 2, 1) },
|
||||
{ TextureFormat.R16Unorm, new FormatInfo(Format.R16Unorm, 1, 1, 2, 1) },
|
||||
{ TextureFormat.R16Snorm, new FormatInfo(Format.R16Snorm, 1, 1, 2, 1) },
|
||||
{ TextureFormat.R16Uint, new FormatInfo(Format.R16Uint, 1, 1, 2, 1) },
|
||||
{ TextureFormat.R16Sint, new FormatInfo(Format.R16Sint, 1, 1, 2, 1) },
|
||||
{ TextureFormat.R32Float, new FormatInfo(Format.R32Float, 1, 1, 4, 1) },
|
||||
{ TextureFormat.R32Uint, new FormatInfo(Format.R32Uint, 1, 1, 4, 1) },
|
||||
{ TextureFormat.R32Sint, new FormatInfo(Format.R32Sint, 1, 1, 4, 1) },
|
||||
{ TextureFormat.G8R8Unorm, new FormatInfo(Format.R8G8Unorm, 1, 1, 2, 2) },
|
||||
{ TextureFormat.G8R8Snorm, new FormatInfo(Format.R8G8Snorm, 1, 1, 2, 2) },
|
||||
{ TextureFormat.G8R8Uint, new FormatInfo(Format.R8G8Uint, 1, 1, 2, 2) },
|
||||
{ TextureFormat.G8R8Sint, new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2) },
|
||||
{ TextureFormat.R16G16Float, new FormatInfo(Format.R16G16Float, 1, 1, 4, 2) },
|
||||
{ TextureFormat.R16G16Unorm, new FormatInfo(Format.R16G16Unorm, 1, 1, 4, 2) },
|
||||
{ TextureFormat.R16G16Snorm, new FormatInfo(Format.R16G16Snorm, 1, 1, 4, 2) },
|
||||
{ TextureFormat.R16G16Uint, new FormatInfo(Format.R16G16Uint, 1, 1, 4, 2) },
|
||||
{ TextureFormat.R16G16Sint, new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2) },
|
||||
{ TextureFormat.R32G32Float, new FormatInfo(Format.R32G32Float, 1, 1, 8, 2) },
|
||||
{ TextureFormat.R32G32Uint, new FormatInfo(Format.R32G32Uint, 1, 1, 8, 2) },
|
||||
{ TextureFormat.R32G32Sint, new FormatInfo(Format.R32G32Sint, 1, 1, 8, 2) },
|
||||
{ TextureFormat.R32G32B32Float, new FormatInfo(Format.R32G32B32Float, 1, 1, 12, 3) },
|
||||
{ TextureFormat.R32G32B32Uint, new FormatInfo(Format.R32G32B32Uint, 1, 1, 12, 3) },
|
||||
{ TextureFormat.R32G32B32Sint, new FormatInfo(Format.R32G32B32Sint, 1, 1, 12, 3) },
|
||||
{ TextureFormat.A8B8G8R8Unorm, new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4) },
|
||||
{ TextureFormat.A8B8G8R8Snorm, new FormatInfo(Format.R8G8B8A8Snorm, 1, 1, 4, 4) },
|
||||
{ TextureFormat.A8B8G8R8Uint, new FormatInfo(Format.R8G8B8A8Uint, 1, 1, 4, 4) },
|
||||
{ TextureFormat.A8B8G8R8Sint, new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4) },
|
||||
{ TextureFormat.R16G16B16A16Float, new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8, 4) },
|
||||
{ TextureFormat.R16G16B16A16Unorm, new FormatInfo(Format.R16G16B16A16Unorm, 1, 1, 8, 4) },
|
||||
{ TextureFormat.R16G16B16A16Snorm, new FormatInfo(Format.R16G16B16A16Snorm, 1, 1, 8, 4) },
|
||||
{ TextureFormat.R16G16B16A16Uint, new FormatInfo(Format.R16G16B16A16Uint, 1, 1, 8, 4) },
|
||||
{ TextureFormat.R16G16B16A16Sint, new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4) },
|
||||
{ TextureFormat.R32G32B32A32Float, new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4) },
|
||||
{ TextureFormat.R32G32B32A32Uint, new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4) },
|
||||
{ TextureFormat.R32G32B32A32Sint, new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4) },
|
||||
{ TextureFormat.Z16Unorm, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) },
|
||||
{ TextureFormat.Zf32RFloatGUintBUintAUint, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
|
||||
{ TextureFormat.Zf32Float, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
|
||||
{ TextureFormat.G24R8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
|
||||
{ TextureFormat.Z24S8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
|
||||
{ TextureFormat.Z24S8RUintGUnormBUintAUint, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
|
||||
{ TextureFormat.S8Z24RUnormGUintBUintAUint, new FormatInfo(Format.S8UintD24Unorm, 1, 1, 4, 2) },
|
||||
{ TextureFormat.R32B24G8RFloatGUintBUnormAUnorm, new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2) },
|
||||
{ TextureFormat.Zf32X24S8RFloatGUintBUnormAUnorm, new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2) },
|
||||
{ TextureFormat.A8B8G8R8UnormSrgb, new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4) },
|
||||
{ TextureFormat.G4R4Unorm, new FormatInfo(Format.R4G4Unorm, 1, 1, 1, 2) },
|
||||
{ TextureFormat.A4B4G4R4Unorm, new FormatInfo(Format.R4G4B4A4Unorm, 1, 1, 2, 4) },
|
||||
{ TextureFormat.A1B5G5R5Unorm, new FormatInfo(Format.R5G5B5A1Unorm, 1, 1, 2, 4) },
|
||||
{ TextureFormat.B5G6R5Unorm, new FormatInfo(Format.R5G6B5Unorm, 1, 1, 2, 3) },
|
||||
{ TextureFormat.A2B10G10R10Unorm, new FormatInfo(Format.R10G10B10A2Unorm, 1, 1, 4, 4) },
|
||||
{ TextureFormat.A2B10G10R10Uint, new FormatInfo(Format.R10G10B10A2Uint, 1, 1, 4, 4) },
|
||||
{ TextureFormat.Bf10Gf11Rf11Float, new FormatInfo(Format.R11G11B10Float, 1, 1, 4, 3) },
|
||||
{ TextureFormat.E5B9G9R9SharedExpFloat, new FormatInfo(Format.R9G9B9E5Float, 1, 1, 4, 4) },
|
||||
{ TextureFormat.Bc1Unorm, new FormatInfo(Format.Bc1RgbaUnorm, 4, 4, 8, 4) },
|
||||
{ TextureFormat.Bc2Unorm, new FormatInfo(Format.Bc2Unorm, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc3Unorm, new FormatInfo(Format.Bc3Unorm, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc1UnormSrgb, new FormatInfo(Format.Bc1RgbaSrgb, 4, 4, 8, 4) },
|
||||
{ TextureFormat.Bc2UnormSrgb, new FormatInfo(Format.Bc2Srgb, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc3UnormSrgb, new FormatInfo(Format.Bc3Srgb, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc4Unorm, new FormatInfo(Format.Bc4Unorm, 4, 4, 8, 1) },
|
||||
{ TextureFormat.Bc4Snorm, new FormatInfo(Format.Bc4Snorm, 4, 4, 8, 1) },
|
||||
{ TextureFormat.Bc5Unorm, new FormatInfo(Format.Bc5Unorm, 4, 4, 16, 2) },
|
||||
{ TextureFormat.Bc5Snorm, new FormatInfo(Format.Bc5Snorm, 4, 4, 16, 2) },
|
||||
{ TextureFormat.Bc7UUnorm, new FormatInfo(Format.Bc7Unorm, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc7UUnormSrgb, new FormatInfo(Format.Bc7Srgb, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc6HSf16Float, new FormatInfo(Format.Bc6HSfloat, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Bc6HUf16Float, new FormatInfo(Format.Bc6HUfloat, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Etc2RgbUnorm, new FormatInfo(Format.Etc2RgbUnorm, 4, 4, 8, 3) },
|
||||
{ TextureFormat.Etc2RgbPtaUnorm, new FormatInfo(Format.Etc2RgbPtaUnorm, 4, 4, 8, 4) },
|
||||
{ TextureFormat.Etc2RgbaUnorm, new FormatInfo(Format.Etc2RgbaUnorm, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Etc2RgbUnormSrgb, new FormatInfo(Format.Etc2RgbSrgb, 4, 4, 8, 3) },
|
||||
{ TextureFormat.Etc2RgbPtaUnormSrgb, new FormatInfo(Format.Etc2RgbPtaSrgb, 4, 4, 8, 4) },
|
||||
{ TextureFormat.Etc2RgbaUnormSrgb, new FormatInfo(Format.Etc2RgbaSrgb, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Astc2D4x4Unorm, new FormatInfo(Format.Astc4x4Unorm, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Astc2D5x4Unorm, new FormatInfo(Format.Astc5x4Unorm, 5, 4, 16, 4) },
|
||||
{ TextureFormat.Astc2D5x5Unorm, new FormatInfo(Format.Astc5x5Unorm, 5, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D6x5Unorm, new FormatInfo(Format.Astc6x5Unorm, 6, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D6x6Unorm, new FormatInfo(Format.Astc6x6Unorm, 6, 6, 16, 4) },
|
||||
{ TextureFormat.Astc2D8x5Unorm, new FormatInfo(Format.Astc8x5Unorm, 8, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D8x6Unorm, new FormatInfo(Format.Astc8x6Unorm, 8, 6, 16, 4) },
|
||||
{ TextureFormat.Astc2D8x8Unorm, new FormatInfo(Format.Astc8x8Unorm, 8, 8, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x5Unorm, new FormatInfo(Format.Astc10x5Unorm, 10, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x6Unorm, new FormatInfo(Format.Astc10x6Unorm, 10, 6, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x8Unorm, new FormatInfo(Format.Astc10x8Unorm, 10, 8, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x10Unorm, new FormatInfo(Format.Astc10x10Unorm, 10, 10, 16, 4) },
|
||||
{ TextureFormat.Astc2D12x10Unorm, new FormatInfo(Format.Astc12x10Unorm, 12, 10, 16, 4) },
|
||||
{ TextureFormat.Astc2D12x12Unorm, new FormatInfo(Format.Astc12x12Unorm, 12, 12, 16, 4) },
|
||||
{ TextureFormat.Astc2D4x4UnormSrgb, new FormatInfo(Format.Astc4x4Srgb, 4, 4, 16, 4) },
|
||||
{ TextureFormat.Astc2D5x4UnormSrgb, new FormatInfo(Format.Astc5x4Srgb, 5, 4, 16, 4) },
|
||||
{ TextureFormat.Astc2D5x5UnormSrgb, new FormatInfo(Format.Astc5x5Srgb, 5, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D6x5UnormSrgb, new FormatInfo(Format.Astc6x5Srgb, 6, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D6x6UnormSrgb, new FormatInfo(Format.Astc6x6Srgb, 6, 6, 16, 4) },
|
||||
{ TextureFormat.Astc2D8x5UnormSrgb, new FormatInfo(Format.Astc8x5Srgb, 8, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D8x6UnormSrgb, new FormatInfo(Format.Astc8x6Srgb, 8, 6, 16, 4) },
|
||||
{ TextureFormat.Astc2D8x8UnormSrgb, new FormatInfo(Format.Astc8x8Srgb, 8, 8, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x5UnormSrgb, new FormatInfo(Format.Astc10x5Srgb, 10, 5, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x6UnormSrgb, new FormatInfo(Format.Astc10x6Srgb, 10, 6, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x8UnormSrgb, new FormatInfo(Format.Astc10x8Srgb, 10, 8, 16, 4) },
|
||||
{ TextureFormat.Astc2D10x10UnormSrgb, new FormatInfo(Format.Astc10x10Srgb, 10, 10, 16, 4) },
|
||||
{ TextureFormat.Astc2D12x10UnormSrgb, new FormatInfo(Format.Astc12x10Srgb, 12, 10, 16, 4) },
|
||||
{ TextureFormat.Astc2D12x12UnormSrgb, new FormatInfo(Format.Astc12x12Srgb, 12, 12, 16, 4) },
|
||||
{ TextureFormat.A5B5G5R1Unorm, new FormatInfo(Format.A1B5G5R5Unorm, 1, 1, 2, 4) }
|
||||
};
|
||||
|
||||
private static readonly Dictionary<VertexAttributeFormat, Format> _attribFormats = new Dictionary<VertexAttributeFormat, Format>()
|
||||
{
|
||||
{ VertexAttributeFormat.R8Unorm, Format.R8Unorm },
|
||||
{ VertexAttributeFormat.R8Snorm, Format.R8Snorm },
|
||||
{ VertexAttributeFormat.R8Uint, Format.R8Uint },
|
||||
{ VertexAttributeFormat.R8Sint, Format.R8Sint },
|
||||
{ VertexAttributeFormat.R16Float, Format.R16Float },
|
||||
{ VertexAttributeFormat.R16Unorm, Format.R16Unorm },
|
||||
{ VertexAttributeFormat.R16Snorm, Format.R16Snorm },
|
||||
{ VertexAttributeFormat.R16Uint, Format.R16Uint },
|
||||
{ VertexAttributeFormat.R16Sint, Format.R16Sint },
|
||||
{ VertexAttributeFormat.R32Float, Format.R32Float },
|
||||
{ VertexAttributeFormat.R32Uint, Format.R32Uint },
|
||||
{ VertexAttributeFormat.R32Sint, Format.R32Sint },
|
||||
{ VertexAttributeFormat.R8G8Unorm, Format.R8G8Unorm },
|
||||
{ VertexAttributeFormat.R8G8Snorm, Format.R8G8Snorm },
|
||||
{ VertexAttributeFormat.R8G8Uint, Format.R8G8Uint },
|
||||
{ VertexAttributeFormat.R8G8Sint, Format.R8G8Sint },
|
||||
{ VertexAttributeFormat.R16G16Float, Format.R16G16Float },
|
||||
{ VertexAttributeFormat.R16G16Unorm, Format.R16G16Unorm },
|
||||
{ VertexAttributeFormat.R16G16Snorm, Format.R16G16Snorm },
|
||||
{ VertexAttributeFormat.R16G16Uint, Format.R16G16Uint },
|
||||
{ VertexAttributeFormat.R16G16Sint, Format.R16G16Sint },
|
||||
{ VertexAttributeFormat.R32G32Float, Format.R32G32Float },
|
||||
{ VertexAttributeFormat.R32G32Uint, Format.R32G32Uint },
|
||||
{ VertexAttributeFormat.R32G32Sint, Format.R32G32Sint },
|
||||
{ VertexAttributeFormat.R8G8B8Unorm, Format.R8G8B8Unorm },
|
||||
{ VertexAttributeFormat.R8G8B8Snorm, Format.R8G8B8Snorm },
|
||||
{ VertexAttributeFormat.R8G8B8Uint, Format.R8G8B8Uint },
|
||||
{ VertexAttributeFormat.R8G8B8Sint, Format.R8G8B8Sint },
|
||||
{ VertexAttributeFormat.R16G16B16Float, Format.R16G16B16Float },
|
||||
{ VertexAttributeFormat.R16G16B16Unorm, Format.R16G16B16Unorm },
|
||||
{ VertexAttributeFormat.R16G16B16Snorm, Format.R16G16B16Snorm },
|
||||
{ VertexAttributeFormat.R16G16B16Uint, Format.R16G16B16Uint },
|
||||
{ VertexAttributeFormat.R16G16B16Sint, Format.R16G16B16Sint },
|
||||
{ VertexAttributeFormat.R32G32B32Float, Format.R32G32B32Float },
|
||||
{ VertexAttributeFormat.R32G32B32Uint, Format.R32G32B32Uint },
|
||||
{ VertexAttributeFormat.R32G32B32Sint, Format.R32G32B32Sint },
|
||||
{ VertexAttributeFormat.R8G8B8A8Unorm, Format.R8G8B8A8Unorm },
|
||||
{ VertexAttributeFormat.R8G8B8A8Snorm, Format.R8G8B8A8Snorm },
|
||||
{ VertexAttributeFormat.R8G8B8A8Uint, Format.R8G8B8A8Uint },
|
||||
{ VertexAttributeFormat.R8G8B8A8Sint, Format.R8G8B8A8Sint },
|
||||
{ VertexAttributeFormat.R16G16B16A16Float, Format.R16G16B16A16Float },
|
||||
{ VertexAttributeFormat.R16G16B16A16Unorm, Format.R16G16B16A16Unorm },
|
||||
{ VertexAttributeFormat.R16G16B16A16Snorm, Format.R16G16B16A16Snorm },
|
||||
{ VertexAttributeFormat.R16G16B16A16Uint, Format.R16G16B16A16Uint },
|
||||
{ VertexAttributeFormat.R16G16B16A16Sint, Format.R16G16B16A16Sint },
|
||||
{ VertexAttributeFormat.R32G32B32A32Float, Format.R32G32B32A32Float },
|
||||
{ VertexAttributeFormat.R32G32B32A32Uint, Format.R32G32B32A32Uint },
|
||||
{ VertexAttributeFormat.R32G32B32A32Sint, Format.R32G32B32A32Sint },
|
||||
{ VertexAttributeFormat.A2B10G10R10Unorm, Format.R10G10B10A2Unorm },
|
||||
{ VertexAttributeFormat.A2B10G10R10Uint, Format.R10G10B10A2Uint },
|
||||
{ VertexAttributeFormat.B10G11R11Float, Format.R11G11B10Float },
|
||||
{ VertexAttributeFormat.R8Uscaled, Format.R8Uscaled },
|
||||
{ VertexAttributeFormat.R8Sscaled, Format.R8Sscaled },
|
||||
{ VertexAttributeFormat.R16Uscaled, Format.R16Uscaled },
|
||||
{ VertexAttributeFormat.R16Sscaled, Format.R16Sscaled },
|
||||
{ VertexAttributeFormat.R32Uscaled, Format.R32Uscaled },
|
||||
{ VertexAttributeFormat.R32Sscaled, Format.R32Sscaled },
|
||||
{ VertexAttributeFormat.R8G8Uscaled, Format.R8G8Uscaled },
|
||||
{ VertexAttributeFormat.R8G8Sscaled, Format.R8G8Sscaled },
|
||||
{ VertexAttributeFormat.R16G16Uscaled, Format.R16G16Uscaled },
|
||||
{ VertexAttributeFormat.R16G16Sscaled, Format.R16G16Sscaled },
|
||||
{ VertexAttributeFormat.R32G32Uscaled, Format.R32G32Uscaled },
|
||||
{ VertexAttributeFormat.R32G32Sscaled, Format.R32G32Sscaled },
|
||||
{ VertexAttributeFormat.R8G8B8Uscaled, Format.R8G8B8Uscaled },
|
||||
{ VertexAttributeFormat.R8G8B8Sscaled, Format.R8G8B8Sscaled },
|
||||
{ VertexAttributeFormat.R16G16B16Uscaled, Format.R16G16B16Uscaled },
|
||||
{ VertexAttributeFormat.R16G16B16Sscaled, Format.R16G16B16Sscaled },
|
||||
{ VertexAttributeFormat.R32G32B32Uscaled, Format.R32G32B32Uscaled },
|
||||
{ VertexAttributeFormat.R32G32B32Sscaled, Format.R32G32B32Sscaled },
|
||||
{ VertexAttributeFormat.R8G8B8A8Uscaled, Format.R8G8B8A8Uscaled },
|
||||
{ VertexAttributeFormat.R8G8B8A8Sscaled, Format.R8G8B8A8Sscaled },
|
||||
{ VertexAttributeFormat.R16G16B16A16Uscaled, Format.R16G16B16A16Uscaled },
|
||||
{ VertexAttributeFormat.R16G16B16A16Sscaled, Format.R16G16B16A16Sscaled },
|
||||
{ VertexAttributeFormat.R32G32B32A32Uscaled, Format.R32G32B32A32Uscaled },
|
||||
{ VertexAttributeFormat.R32G32B32A32Sscaled, Format.R32G32B32A32Sscaled },
|
||||
{ VertexAttributeFormat.A2B10G10R10Snorm, Format.R10G10B10A2Snorm },
|
||||
{ VertexAttributeFormat.A2B10G10R10Sint, Format.R10G10B10A2Sint },
|
||||
{ VertexAttributeFormat.A2B10G10R10Uscaled, Format.R10G10B10A2Uscaled },
|
||||
{ VertexAttributeFormat.A2B10G10R10Sscaled, Format.R10G10B10A2Sscaled }
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Try getting the texture format from an encoded format integer from the Maxwell texture descriptor.
|
||||
/// </summary>
|
||||
/// <param name="encoded">The encoded format integer from the texture descriptor</param>
|
||||
/// <param name="isSrgb">Indicates if the format is a sRGB format</param>
|
||||
/// <param name="format">The output texture format</param>
|
||||
/// <returns>True if the format is valid, false otherwise</returns>
|
||||
public static bool TryGetTextureFormat(uint encoded, bool isSrgb, out FormatInfo format)
|
||||
{
|
||||
encoded |= (isSrgb ? 1u << 19 : 0u);
|
||||
|
||||
return _textureFormats.TryGetValue((TextureFormat)encoded, out format);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try getting the vertex attribute format from an encoded format integer from Maxwell attribute registers.
|
||||
/// </summary>
|
||||
/// <param name="encoded">The encoded format integer from the attribute registers</param>
|
||||
/// <param name="format">The output vertex attribute format</param>
|
||||
/// <returns>True if the format is valid, false otherwise</returns>
|
||||
public static bool TryGetAttribFormat(uint encoded, out Format format)
|
||||
{
|
||||
return _attribFormats.TryGetValue((VertexAttributeFormat)encoded, out format);
|
||||
}
|
||||
}
|
||||
}
|
10
src/Ryujinx.Graphics.Gpu/Image/ITextureDescriptor.cs
Normal file
10
src/Ryujinx.Graphics.Gpu/Image/ITextureDescriptor.cs
Normal file
|
@ -0,0 +1,10 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
interface ITextureDescriptor
|
||||
{
|
||||
public uint UnpackFormat();
|
||||
public TextureTarget UnpackTextureTarget();
|
||||
public bool UnpackSrgb();
|
||||
public bool UnpackTextureCoordNormalized();
|
||||
}
|
||||
}
|
222
src/Ryujinx.Graphics.Gpu/Image/Pool.cs
Normal file
222
src/Ryujinx.Graphics.Gpu/Image/Pool.cs
Normal file
|
@ -0,0 +1,222 @@
|
|||
using Ryujinx.Cpu.Tracking;
|
||||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a pool of GPU resources, such as samplers or textures.
|
||||
/// </summary>
|
||||
/// <typeparam name="T1">Type of the GPU resource</typeparam>
|
||||
/// <typeparam name="T2">Type of the descriptor</typeparam>
|
||||
abstract class Pool<T1, T2> : IDisposable where T2 : unmanaged
|
||||
{
|
||||
protected const int DescriptorSize = 0x20;
|
||||
|
||||
protected GpuContext Context;
|
||||
protected PhysicalMemory PhysicalMemory;
|
||||
protected int SequenceNumber;
|
||||
protected int ModifiedSequenceNumber;
|
||||
|
||||
protected T1[] Items;
|
||||
protected T2[] DescriptorCache;
|
||||
|
||||
/// <summary>
|
||||
/// The maximum ID value of resources on the pool (inclusive).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The maximum amount of resources on the pool is equal to this value plus one.
|
||||
/// </remarks>
|
||||
public int MaximumId { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The address of the pool in guest memory.
|
||||
/// </summary>
|
||||
public ulong Address { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The size of the pool in bytes.
|
||||
/// </summary>
|
||||
public ulong Size { get; }
|
||||
|
||||
private readonly CpuMultiRegionHandle _memoryTracking;
|
||||
private readonly Action<ulong, ulong> _modifiedDelegate;
|
||||
|
||||
private int _modifiedSequenceOffset;
|
||||
private bool _modified;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU resource pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the pool belongs to</param>
|
||||
/// <param name="physicalMemory">Physical memory where the resource descriptors are mapped</param>
|
||||
/// <param name="address">Address of the pool in physical memory</param>
|
||||
/// <param name="maximumId">Maximum index of an item on the pool (inclusive)</param>
|
||||
public Pool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId)
|
||||
{
|
||||
Context = context;
|
||||
PhysicalMemory = physicalMemory;
|
||||
MaximumId = maximumId;
|
||||
|
||||
int count = maximumId + 1;
|
||||
|
||||
ulong size = (ulong)(uint)count * DescriptorSize;
|
||||
|
||||
Items = new T1[count];
|
||||
DescriptorCache = new T2[count];
|
||||
|
||||
Address = address;
|
||||
Size = size;
|
||||
|
||||
_memoryTracking = physicalMemory.BeginGranularTracking(address, size, ResourceKind.Pool);
|
||||
_memoryTracking.RegisterPreciseAction(address, size, PreciseAction);
|
||||
_modifiedDelegate = RegionModified;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the descriptor for a given ID.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
|
||||
/// <returns>The descriptor</returns>
|
||||
public T2 GetDescriptor(int id)
|
||||
{
|
||||
return PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a reference to the descriptor for a given ID.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
|
||||
/// <returns>A reference to the descriptor</returns>
|
||||
public ref readonly T2 GetDescriptorRef(int id)
|
||||
{
|
||||
return ref GetDescriptorRefAddress(Address + (ulong)id * DescriptorSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a reference to the descriptor for a given address.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the descriptor</param>
|
||||
/// <returns>A reference to the descriptor</returns>
|
||||
public ref readonly T2 GetDescriptorRefAddress(ulong address)
|
||||
{
|
||||
return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(address, DescriptorSize))[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the GPU resource with the given ID.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the resource. This is effectively a zero-based index</param>
|
||||
/// <returns>The GPU resource with the given ID</returns>
|
||||
public abstract T1 Get(int id);
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a given ID is valid and inside the range of the pool.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
|
||||
/// <returns>True if the specified ID is valid, false otherwise</returns>
|
||||
public bool IsValidId(int id)
|
||||
{
|
||||
return (uint)id <= MaximumId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronizes host memory with guest memory.
|
||||
/// This causes invalidation of pool entries,
|
||||
/// if a modification of entries by the CPU is detected.
|
||||
/// </summary>
|
||||
public void SynchronizeMemory()
|
||||
{
|
||||
_modified = false;
|
||||
_memoryTracking.QueryModified(_modifiedDelegate);
|
||||
|
||||
if (_modified)
|
||||
{
|
||||
UpdateModifiedSequence();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicate that a region of the pool was modified, and must be loaded from memory.
|
||||
/// </summary>
|
||||
/// <param name="mAddress">Start address of the modified region</param>
|
||||
/// <param name="mSize">Size of the modified region</param>
|
||||
private void RegionModified(ulong mAddress, ulong mSize)
|
||||
{
|
||||
_modified = true;
|
||||
|
||||
if (mAddress < Address)
|
||||
{
|
||||
mAddress = Address;
|
||||
}
|
||||
|
||||
ulong maxSize = Address + Size - mAddress;
|
||||
|
||||
if (mSize > maxSize)
|
||||
{
|
||||
mSize = maxSize;
|
||||
}
|
||||
|
||||
InvalidateRangeImpl(mAddress, mSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the modified sequence number using the current sequence number and offset,
|
||||
/// indicating that it has been modified.
|
||||
/// </summary>
|
||||
protected void UpdateModifiedSequence()
|
||||
{
|
||||
ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An action to be performed when a precise memory access occurs to this resource.
|
||||
/// Makes sure that the dirty flags are checked.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the memory action</param>
|
||||
/// <param name="size">Size in bytes</param>
|
||||
/// <param name="write">True if the access was a write, false otherwise</param>
|
||||
private bool PreciseAction(ulong address, ulong size, bool write)
|
||||
{
|
||||
if (write && Context.SequenceNumber == SequenceNumber)
|
||||
{
|
||||
if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
|
||||
{
|
||||
// The modified sequence number is offset when PreciseActions occur so that
|
||||
// users checking it will see an increment and know the pool has changed since
|
||||
// their last look, even though the main SequenceNumber has not been changed.
|
||||
|
||||
_modifiedSequenceOffset++;
|
||||
}
|
||||
|
||||
// Force the pool to be checked again the next time it is used.
|
||||
SequenceNumber--;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected abstract void InvalidateRangeImpl(ulong address, ulong size);
|
||||
|
||||
protected abstract void Delete(T1 item);
|
||||
|
||||
/// <summary>
|
||||
/// Performs the disposal of all resources stored on the pool.
|
||||
/// It's an error to try using the pool after disposal.
|
||||
/// </summary>
|
||||
public virtual void Dispose()
|
||||
{
|
||||
if (Items != null)
|
||||
{
|
||||
for (int index = 0; index < Items.Length; index++)
|
||||
{
|
||||
Delete(Items[index]);
|
||||
}
|
||||
|
||||
Items = null;
|
||||
}
|
||||
_memoryTracking.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
129
src/Ryujinx.Graphics.Gpu/Image/PoolCache.cs
Normal file
129
src/Ryujinx.Graphics.Gpu/Image/PoolCache.cs
Normal file
|
@ -0,0 +1,129 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Resource pool interface.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Resource pool type</typeparam>
|
||||
interface IPool<T>
|
||||
{
|
||||
/// <summary>
|
||||
/// Start address of the pool in memory.
|
||||
/// </summary>
|
||||
ulong Address { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Linked list node used on the texture pool cache.
|
||||
/// </summary>
|
||||
LinkedListNode<T> CacheNode { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Timestamp set on the last use of the pool by the cache.
|
||||
/// </summary>
|
||||
ulong CacheTimestamp { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pool cache.
|
||||
/// This can keep multiple pools, and return the current one as needed.
|
||||
/// </summary>
|
||||
abstract class PoolCache<T> : IDisposable where T : IPool<T>, IDisposable
|
||||
{
|
||||
private const int MaxCapacity = 2;
|
||||
private const ulong MinDeltaForRemoval = 20000;
|
||||
|
||||
private readonly GpuContext _context;
|
||||
private readonly LinkedList<T> _pools;
|
||||
private ulong _currentTimestamp;
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance of the pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the texture pool belongs to</param>
|
||||
public PoolCache(GpuContext context)
|
||||
{
|
||||
_context = context;
|
||||
_pools = new LinkedList<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Increments the internal timestamp of the cache that is used to decide when old resources will be deleted.
|
||||
/// </summary>
|
||||
public void Tick()
|
||||
{
|
||||
_currentTimestamp++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds a cache texture pool, or creates a new one if not found.
|
||||
/// </summary>
|
||||
/// <param name="channel">GPU channel that the texture pool cache belongs to</param>
|
||||
/// <param name="address">Start address of the texture pool</param>
|
||||
/// <param name="maximumId">Maximum ID of the texture pool</param>
|
||||
/// <returns>The found or newly created texture pool</returns>
|
||||
public T FindOrCreate(GpuChannel channel, ulong address, int maximumId)
|
||||
{
|
||||
// Remove old entries from the cache, if possible.
|
||||
while (_pools.Count > MaxCapacity && (_currentTimestamp - _pools.First.Value.CacheTimestamp) >= MinDeltaForRemoval)
|
||||
{
|
||||
T oldestPool = _pools.First.Value;
|
||||
|
||||
_pools.RemoveFirst();
|
||||
oldestPool.Dispose();
|
||||
oldestPool.CacheNode = null;
|
||||
}
|
||||
|
||||
T pool;
|
||||
|
||||
// Try to find the pool on the cache.
|
||||
for (LinkedListNode<T> node = _pools.First; node != null; node = node.Next)
|
||||
{
|
||||
pool = node.Value;
|
||||
|
||||
if (pool.Address == address)
|
||||
{
|
||||
if (pool.CacheNode != _pools.Last)
|
||||
{
|
||||
_pools.Remove(pool.CacheNode);
|
||||
|
||||
pool.CacheNode = _pools.AddLast(pool);
|
||||
}
|
||||
|
||||
pool.CacheTimestamp = _currentTimestamp;
|
||||
|
||||
return pool;
|
||||
}
|
||||
}
|
||||
|
||||
// If not found, create a new one.
|
||||
pool = CreatePool(_context, channel, address, maximumId);
|
||||
|
||||
pool.CacheNode = _pools.AddLast(pool);
|
||||
pool.CacheTimestamp = _currentTimestamp;
|
||||
|
||||
return pool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the pool belongs to</param>
|
||||
/// <param name="channel">GPU channel that the pool belongs to</param>
|
||||
/// <param name="address">Address of the pool in guest memory</param>
|
||||
/// <param name="maximumId">Maximum ID of the pool (equal to maximum minus one)</param>
|
||||
protected abstract T CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId);
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (T pool in _pools)
|
||||
{
|
||||
pool.Dispose();
|
||||
pool.CacheNode = null;
|
||||
}
|
||||
|
||||
_pools.Clear();
|
||||
}
|
||||
}
|
||||
}
|
15
src/Ryujinx.Graphics.Gpu/Image/ReductionFilter.cs
Normal file
15
src/Ryujinx.Graphics.Gpu/Image/ReductionFilter.cs
Normal file
|
@ -0,0 +1,15 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a filter used with texture minification linear filtering.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This feature is only supported on NVIDIA GPUs.
|
||||
/// </remarks>
|
||||
enum ReductionFilter
|
||||
{
|
||||
Average,
|
||||
Minimum,
|
||||
Maximum
|
||||
}
|
||||
}
|
115
src/Ryujinx.Graphics.Gpu/Image/Sampler.cs
Normal file
115
src/Ryujinx.Graphics.Gpu/Image/Sampler.cs
Normal file
|
@ -0,0 +1,115 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Cached sampler entry for sampler pools.
|
||||
/// </summary>
|
||||
class Sampler : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// True if the sampler is disposed, false otherwise.
|
||||
/// </summary>
|
||||
public bool IsDisposed { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Host sampler object.
|
||||
/// </summary>
|
||||
private readonly ISampler _hostSampler;
|
||||
|
||||
/// <summary>
|
||||
/// Host sampler object, with anisotropy forced.
|
||||
/// </summary>
|
||||
private readonly ISampler _anisoSampler;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the cached sampler.
|
||||
/// </summary>
|
||||
/// <param name="context">The GPU context the sampler belongs to</param>
|
||||
/// <param name="descriptor">The Maxwell sampler descriptor</param>
|
||||
public Sampler(GpuContext context, SamplerDescriptor descriptor)
|
||||
{
|
||||
MinFilter minFilter = descriptor.UnpackMinFilter();
|
||||
MagFilter magFilter = descriptor.UnpackMagFilter();
|
||||
|
||||
bool seamlessCubemap = descriptor.UnpackSeamlessCubemap();
|
||||
|
||||
AddressMode addressU = descriptor.UnpackAddressU();
|
||||
AddressMode addressV = descriptor.UnpackAddressV();
|
||||
AddressMode addressP = descriptor.UnpackAddressP();
|
||||
|
||||
CompareMode compareMode = descriptor.UnpackCompareMode();
|
||||
CompareOp compareOp = descriptor.UnpackCompareOp();
|
||||
|
||||
ColorF color = new ColorF(
|
||||
descriptor.BorderColorR,
|
||||
descriptor.BorderColorG,
|
||||
descriptor.BorderColorB,
|
||||
descriptor.BorderColorA);
|
||||
|
||||
float minLod = descriptor.UnpackMinLod();
|
||||
float maxLod = descriptor.UnpackMaxLod();
|
||||
float mipLodBias = descriptor.UnpackMipLodBias();
|
||||
|
||||
float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy();
|
||||
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
|
||||
|
||||
_hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
|
||||
minFilter,
|
||||
magFilter,
|
||||
seamlessCubemap,
|
||||
addressU,
|
||||
addressV,
|
||||
addressP,
|
||||
compareMode,
|
||||
compareOp,
|
||||
color,
|
||||
minLod,
|
||||
maxLod,
|
||||
mipLodBias,
|
||||
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
|
||||
|
||||
if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear))
|
||||
{
|
||||
maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
||||
|
||||
_anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
|
||||
minFilter,
|
||||
magFilter,
|
||||
seamlessCubemap,
|
||||
addressU,
|
||||
addressV,
|
||||
addressP,
|
||||
compareMode,
|
||||
compareOp,
|
||||
color,
|
||||
minLod,
|
||||
maxLod,
|
||||
mipLodBias,
|
||||
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a host sampler for the given texture.
|
||||
/// </summary>
|
||||
/// <param name="texture">Texture to be sampled</param>
|
||||
/// <returns>A host sampler</returns>
|
||||
public ISampler GetHostSampler(Texture texture)
|
||||
{
|
||||
return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disposes the host sampler object.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
IsDisposed = true;
|
||||
|
||||
_hostSampler.Dispose();
|
||||
_anisoSampler?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
260
src/Ryujinx.Graphics.Gpu/Image/SamplerDescriptor.cs
Normal file
260
src/Ryujinx.Graphics.Gpu/Image/SamplerDescriptor.cs
Normal file
|
@ -0,0 +1,260 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.Intrinsics;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Maxwell sampler descriptor structure.
|
||||
/// This structure defines the sampler descriptor as it is packed on the GPU sampler pool region.
|
||||
/// </summary>
|
||||
struct SamplerDescriptor
|
||||
{
|
||||
private static readonly float[] _f5ToF32ConversionLut = new float[]
|
||||
{
|
||||
0.0f,
|
||||
0.055555556f,
|
||||
0.1f,
|
||||
0.13636364f,
|
||||
0.16666667f,
|
||||
0.1923077f,
|
||||
0.21428572f,
|
||||
0.23333333f,
|
||||
0.25f,
|
||||
0.2777778f,
|
||||
0.3f,
|
||||
0.3181818f,
|
||||
0.33333334f,
|
||||
0.34615386f,
|
||||
0.35714287f,
|
||||
0.36666667f,
|
||||
0.375f,
|
||||
0.3888889f,
|
||||
0.4f,
|
||||
0.4090909f,
|
||||
0.41666666f,
|
||||
0.42307693f,
|
||||
0.42857143f,
|
||||
0.43333334f,
|
||||
0.4375f,
|
||||
0.44444445f,
|
||||
0.45f,
|
||||
0.45454547f,
|
||||
0.45833334f,
|
||||
0.46153846f,
|
||||
0.4642857f,
|
||||
0.46666667f
|
||||
};
|
||||
|
||||
private static readonly float[] _maxAnisotropyLut = new float[]
|
||||
{
|
||||
1, 2, 4, 6, 8, 10, 12, 16
|
||||
};
|
||||
|
||||
private const float Frac8ToF32 = 1.0f / 256.0f;
|
||||
|
||||
#pragma warning disable CS0649
|
||||
public uint Word0;
|
||||
public uint Word1;
|
||||
public uint Word2;
|
||||
public uint Word3;
|
||||
public float BorderColorR;
|
||||
public float BorderColorG;
|
||||
public float BorderColorB;
|
||||
public float BorderColorA;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture wrap mode along the X axis.
|
||||
/// </summary>
|
||||
/// <returns>The texture wrap mode enum</returns>
|
||||
public AddressMode UnpackAddressU()
|
||||
{
|
||||
return (AddressMode)(Word0 & 7);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
/// Unpacks the texture wrap mode along the Y axis.
|
||||
/// </summary>
|
||||
/// <returns>The texture wrap mode enum</returns>
|
||||
public AddressMode UnpackAddressV()
|
||||
{
|
||||
return (AddressMode)((Word0 >> 3) & 7);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
/// Unpacks the texture wrap mode along the Z axis.
|
||||
/// </summary>
|
||||
/// <returns>The texture wrap mode enum</returns>
|
||||
public AddressMode UnpackAddressP()
|
||||
{
|
||||
return (AddressMode)((Word0 >> 6) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the compare mode used for depth comparison on the shader, for
|
||||
/// depth buffer texture.
|
||||
/// This is only relevant for shaders with shadow samplers.
|
||||
/// </summary>
|
||||
/// <returns>The depth comparison mode enum</returns>
|
||||
public CompareMode UnpackCompareMode()
|
||||
{
|
||||
return (CompareMode)((Word0 >> 9) & 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the compare operation used for depth comparison on the shader, for
|
||||
/// depth buffer texture.
|
||||
/// This is only relevant for shaders with shadow samplers.
|
||||
/// </summary>
|
||||
/// <returns>The depth comparison operation enum</returns>
|
||||
public CompareOp UnpackCompareOp()
|
||||
{
|
||||
return (CompareOp)(((Word0 >> 10) & 7) + 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks and converts the maximum anisotropy value used for texture anisotropic filtering.
|
||||
/// </summary>
|
||||
/// <returns>The maximum anisotropy</returns>
|
||||
public float UnpackMaxAnisotropy()
|
||||
{
|
||||
return _maxAnisotropyLut[(Word0 >> 20) & 7];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture magnification filter.
|
||||
/// This defines the filtering used when the texture covers an area on the screen
|
||||
/// that is larger than the texture size.
|
||||
/// </summary>
|
||||
/// <returns>The magnification filter</returns>
|
||||
public MagFilter UnpackMagFilter()
|
||||
{
|
||||
return (MagFilter)(Word1 & 3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture minification filter.
|
||||
/// This defines the filtering used when the texture covers an area on the screen
|
||||
/// that is smaller than the texture size.
|
||||
/// </summary>
|
||||
/// <returns>The minification filter</returns>
|
||||
public MinFilter UnpackMinFilter()
|
||||
{
|
||||
SamplerMinFilter minFilter = (SamplerMinFilter)((Word1 >> 4) & 3);
|
||||
SamplerMipFilter mipFilter = (SamplerMipFilter)((Word1 >> 6) & 3);
|
||||
|
||||
return ConvertFilter(minFilter, mipFilter);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts two minification and filter enum, to a single minification enum,
|
||||
/// including mipmap filtering information, as expected from the host API.
|
||||
/// </summary>
|
||||
/// <param name="minFilter">The minification filter</param>
|
||||
/// <param name="mipFilter">The mipmap level filter</param>
|
||||
/// <returns>The combined, host API compatible filter enum</returns>
|
||||
private static MinFilter ConvertFilter(SamplerMinFilter minFilter, SamplerMipFilter mipFilter)
|
||||
{
|
||||
switch (mipFilter)
|
||||
{
|
||||
case SamplerMipFilter.None:
|
||||
switch (minFilter)
|
||||
{
|
||||
case SamplerMinFilter.Nearest: return MinFilter.Nearest;
|
||||
case SamplerMinFilter.Linear: return MinFilter.Linear;
|
||||
}
|
||||
break;
|
||||
|
||||
case SamplerMipFilter.Nearest:
|
||||
switch (minFilter)
|
||||
{
|
||||
case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapNearest;
|
||||
case SamplerMinFilter.Linear: return MinFilter.LinearMipmapNearest;
|
||||
}
|
||||
break;
|
||||
|
||||
case SamplerMipFilter.Linear:
|
||||
switch (minFilter)
|
||||
{
|
||||
case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapLinear;
|
||||
case SamplerMinFilter.Linear: return MinFilter.LinearMipmapLinear;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return MinFilter.Nearest;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the seamless cubemap flag.
|
||||
/// </summary>
|
||||
/// <returns>The seamless cubemap flag</returns>
|
||||
public bool UnpackSeamlessCubemap()
|
||||
{
|
||||
return (Word1 & (1 << 9)) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the reduction filter, used with texture minification linear filtering.
|
||||
/// This describes how the final value will be computed from neighbouring pixels.
|
||||
/// </summary>
|
||||
/// <returns>The reduction filter</returns>
|
||||
public ReductionFilter UnpackReductionFilter()
|
||||
{
|
||||
return (ReductionFilter)((Word1 >> 10) & 3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the level-of-detail bias value.
|
||||
/// This is a bias added to the level-of-detail value as computed by the GPU, used to select
|
||||
/// which mipmap level to use from a given texture.
|
||||
/// </summary>
|
||||
/// <returns>The level-of-detail bias value</returns>
|
||||
public float UnpackMipLodBias()
|
||||
{
|
||||
int fixedValue = (int)(Word1 >> 12) & 0x1fff;
|
||||
|
||||
fixedValue = (fixedValue << 19) >> 19;
|
||||
|
||||
return fixedValue * Frac8ToF32;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the level-of-detail snap value.
|
||||
/// </summary>
|
||||
/// <returns>The level-of-detail snap value</returns>
|
||||
public float UnpackLodSnap()
|
||||
{
|
||||
return _f5ToF32ConversionLut[(Word1 >> 26) & 0x1f];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the minimum level-of-detail value.
|
||||
/// </summary>
|
||||
/// <returns>The minimum level-of-detail value</returns>
|
||||
public float UnpackMinLod()
|
||||
{
|
||||
return (Word2 & 0xfff) * Frac8ToF32;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the maximum level-of-detail value.
|
||||
/// </summary>
|
||||
/// <returns>The maximum level-of-detail value</returns>
|
||||
public float UnpackMaxLod()
|
||||
{
|
||||
return ((Word2 >> 12) & 0xfff) * Frac8ToF32;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if two descriptors are equal.
|
||||
/// </summary>
|
||||
/// <param name="other">The descriptor to compare against</param>
|
||||
/// <returns>True if they are equal, false otherwise</returns>
|
||||
public bool Equals(ref SamplerDescriptor other)
|
||||
{
|
||||
return Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref other));
|
||||
}
|
||||
}
|
||||
}
|
11
src/Ryujinx.Graphics.Gpu/Image/SamplerMinFilter.cs
Normal file
11
src/Ryujinx.Graphics.Gpu/Image/SamplerMinFilter.cs
Normal file
|
@ -0,0 +1,11 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Sampler texture minification filter.
|
||||
/// </summary>
|
||||
enum SamplerMinFilter
|
||||
{
|
||||
Nearest = 1,
|
||||
Linear
|
||||
}
|
||||
}
|
12
src/Ryujinx.Graphics.Gpu/Image/SamplerMipFilter.cs
Normal file
12
src/Ryujinx.Graphics.Gpu/Image/SamplerMipFilter.cs
Normal file
|
@ -0,0 +1,12 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Sampler texture mipmap level filter.
|
||||
/// </summary>
|
||||
enum SamplerMipFilter
|
||||
{
|
||||
None = 1,
|
||||
Nearest,
|
||||
Linear
|
||||
}
|
||||
}
|
162
src/Ryujinx.Graphics.Gpu/Image/SamplerPool.cs
Normal file
162
src/Ryujinx.Graphics.Gpu/Image/SamplerPool.cs
Normal file
|
@ -0,0 +1,162 @@
|
|||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Sampler pool.
|
||||
/// </summary>
|
||||
class SamplerPool : Pool<Sampler, SamplerDescriptor>, IPool<SamplerPool>
|
||||
{
|
||||
private float _forcedAnisotropy;
|
||||
|
||||
/// <summary>
|
||||
/// Linked list node used on the sampler pool cache.
|
||||
/// </summary>
|
||||
public LinkedListNode<SamplerPool> CacheNode { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Timestamp used by the sampler pool cache, updated on every use of this sampler pool.
|
||||
/// </summary>
|
||||
public ulong CacheTimestamp { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the sampler pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the sampler pool belongs to</param>
|
||||
/// <param name="physicalMemory">Physical memory where the sampler descriptors are mapped</param>
|
||||
/// <param name="address">Address of the sampler pool in guest memory</param>
|
||||
/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
|
||||
public SamplerPool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId) : base(context, physicalMemory, address, maximumId)
|
||||
{
|
||||
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the sampler with the given ID.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the sampler. This is effectively a zero-based index</param>
|
||||
/// <returns>The sampler with the given ID</returns>
|
||||
public override Sampler Get(int id)
|
||||
{
|
||||
if ((uint)id >= Items.Length)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (SequenceNumber != Context.SequenceNumber)
|
||||
{
|
||||
if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
|
||||
{
|
||||
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
||||
|
||||
for (int i = 0; i < Items.Length; i++)
|
||||
{
|
||||
if (Items[i] != null)
|
||||
{
|
||||
Items[i].Dispose();
|
||||
|
||||
Items[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateModifiedSequence();
|
||||
}
|
||||
|
||||
SequenceNumber = Context.SequenceNumber;
|
||||
|
||||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
Sampler sampler = Items[id];
|
||||
|
||||
if (sampler == null)
|
||||
{
|
||||
SamplerDescriptor descriptor = GetDescriptor(id);
|
||||
|
||||
sampler = new Sampler(Context, descriptor);
|
||||
|
||||
Items[id] = sampler;
|
||||
|
||||
DescriptorCache[id] = descriptor;
|
||||
}
|
||||
|
||||
return sampler;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
|
||||
/// </summary>
|
||||
/// <returns>A number that increments each time a modification is detected</returns>
|
||||
public int CheckModified()
|
||||
{
|
||||
if (SequenceNumber != Context.SequenceNumber)
|
||||
{
|
||||
SequenceNumber = Context.SequenceNumber;
|
||||
|
||||
if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
|
||||
{
|
||||
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
||||
|
||||
for (int i = 0; i < Items.Length; i++)
|
||||
{
|
||||
if (Items[i] != null)
|
||||
{
|
||||
Items[i].Dispose();
|
||||
|
||||
Items[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateModifiedSequence();
|
||||
}
|
||||
|
||||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ModifiedSequenceNumber;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the sampler pool range invalidation.
|
||||
/// </summary>
|
||||
/// <param name="address">Start address of the range of the sampler pool</param>
|
||||
/// <param name="size">Size of the range being invalidated</param>
|
||||
protected override void InvalidateRangeImpl(ulong address, ulong size)
|
||||
{
|
||||
ulong endAddress = address + size;
|
||||
|
||||
for (; address < endAddress; address += DescriptorSize)
|
||||
{
|
||||
int id = (int)((address - Address) / DescriptorSize);
|
||||
|
||||
Sampler sampler = Items[id];
|
||||
|
||||
if (sampler != null)
|
||||
{
|
||||
SamplerDescriptor descriptor = GetDescriptor(id);
|
||||
|
||||
// If the descriptors are the same, the sampler is still valid.
|
||||
if (descriptor.Equals(ref DescriptorCache[id]))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
sampler.Dispose();
|
||||
|
||||
Items[id] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deletes a given sampler pool entry.
|
||||
/// The host memory used by the sampler is released by the driver.
|
||||
/// </summary>
|
||||
/// <param name="item">The entry to be deleted</param>
|
||||
protected override void Delete(Sampler item)
|
||||
{
|
||||
item?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
30
src/Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs
Normal file
30
src/Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs
Normal file
|
@ -0,0 +1,30 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Sampler pool cache.
|
||||
/// This can keep multiple sampler pools, and return the current one as needed.
|
||||
/// It is useful for applications that uses multiple sampler pools.
|
||||
/// </summary>
|
||||
class SamplerPoolCache : PoolCache<SamplerPool>
|
||||
{
|
||||
/// <summary>
|
||||
/// Constructs a new instance of the texture pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the texture pool belongs to</param>
|
||||
public SamplerPoolCache(GpuContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the sampler pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the sampler pool belongs to</param>
|
||||
/// <param name="channel">GPU channel that the texture pool belongs to</param>
|
||||
/// <param name="address">Address of the sampler pool in guest memory</param>
|
||||
/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
|
||||
protected override SamplerPool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
|
||||
{
|
||||
return new SamplerPool(context, channel.MemoryManager.Physical, address, maximumId);
|
||||
}
|
||||
}
|
||||
}
|
1705
src/Ryujinx.Graphics.Gpu/Image/Texture.cs
Normal file
1705
src/Ryujinx.Graphics.Gpu/Image/Texture.cs
Normal file
File diff suppressed because it is too large
Load diff
73
src/Ryujinx.Graphics.Gpu/Image/TextureBindingInfo.cs
Normal file
73
src/Ryujinx.Graphics.Gpu/Image/TextureBindingInfo.cs
Normal file
|
@ -0,0 +1,73 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture binding information.
|
||||
/// This is used for textures that needs to be accessed from shaders.
|
||||
/// </summary>
|
||||
readonly struct TextureBindingInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Shader sampler target type.
|
||||
/// </summary>
|
||||
public Target Target { get; }
|
||||
|
||||
/// <summary>
|
||||
/// For images, indicates the format specified on the shader.
|
||||
/// </summary>
|
||||
public Format Format { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Shader texture host binding point.
|
||||
/// </summary>
|
||||
public int Binding { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constant buffer slot with the texture handle.
|
||||
/// </summary>
|
||||
public int CbufSlot { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>.
|
||||
/// </summary>
|
||||
public int Handle { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Flags from the texture descriptor that indicate how the texture is used.
|
||||
/// </summary>
|
||||
public TextureUsageFlags Flags { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs the texture binding information structure.
|
||||
/// </summary>
|
||||
/// <param name="target">The shader sampler target type</param>
|
||||
/// <param name="format">Format of the image as declared on the shader</param>
|
||||
/// <param name="binding">The shader texture binding point</param>
|
||||
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
|
||||
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
|
||||
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
|
||||
public TextureBindingInfo(Target target, Format format, int binding, int cbufSlot, int handle, TextureUsageFlags flags)
|
||||
{
|
||||
Target = target;
|
||||
Format = format;
|
||||
Binding = binding;
|
||||
CbufSlot = cbufSlot;
|
||||
Handle = handle;
|
||||
Flags = flags;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs the texture binding information structure.
|
||||
/// </summary>
|
||||
/// <param name="target">The shader sampler target type</param>
|
||||
/// <param name="binding">The shader texture binding point</param>
|
||||
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
|
||||
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
|
||||
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
|
||||
public TextureBindingInfo(Target target, int binding, int cbufSlot, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, cbufSlot, handle, flags)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
882
src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
Normal file
882
src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
Normal file
|
@ -0,0 +1,882 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture bindings manager.
|
||||
/// </summary>
|
||||
class TextureBindingsManager
|
||||
{
|
||||
private const int InitialTextureStateSize = 32;
|
||||
private const int InitialImageStateSize = 8;
|
||||
|
||||
private readonly GpuContext _context;
|
||||
|
||||
private readonly bool _isCompute;
|
||||
|
||||
private ulong _texturePoolGpuVa;
|
||||
private int _texturePoolMaximumId;
|
||||
private TexturePool _texturePool;
|
||||
private ulong _samplerPoolGpuVa;
|
||||
private int _samplerPoolMaximumId;
|
||||
private SamplerIndex _samplerIndex;
|
||||
private SamplerPool _samplerPool;
|
||||
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly TexturePoolCache _texturePoolCache;
|
||||
private readonly SamplerPoolCache _samplerPoolCache;
|
||||
|
||||
private TexturePool _cachedTexturePool;
|
||||
private SamplerPool _cachedSamplerPool;
|
||||
|
||||
private TextureBindingInfo[][] _textureBindings;
|
||||
private TextureBindingInfo[][] _imageBindings;
|
||||
|
||||
private struct TextureState
|
||||
{
|
||||
public ITexture Texture;
|
||||
public ISampler Sampler;
|
||||
|
||||
public int TextureHandle;
|
||||
public int SamplerHandle;
|
||||
public Format ImageFormat;
|
||||
public int InvalidatedSequence;
|
||||
public Texture CachedTexture;
|
||||
public Sampler CachedSampler;
|
||||
}
|
||||
|
||||
private TextureState[] _textureState;
|
||||
private TextureState[] _imageState;
|
||||
|
||||
private int _texturePoolSequence;
|
||||
private int _samplerPoolSequence;
|
||||
|
||||
private int _textureBufferIndex;
|
||||
|
||||
private readonly float[] _scales;
|
||||
private bool _scaleChanged;
|
||||
private int _lastFragmentTotal;
|
||||
|
||||
/// <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="texturePoolCache">Texture pools cache used to get texture pools from</param>
|
||||
/// <param name="samplerPoolCache">Sampler pools cache used to get sampler 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 texturePoolCache,
|
||||
SamplerPoolCache samplerPoolCache,
|
||||
float[] scales,
|
||||
bool isCompute)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
_texturePoolCache = texturePoolCache;
|
||||
_samplerPoolCache = samplerPoolCache;
|
||||
|
||||
_scales = scales;
|
||||
_isCompute = isCompute;
|
||||
|
||||
int stages = isCompute ? 1 : Constants.ShaderStages;
|
||||
|
||||
_textureBindings = new TextureBindingInfo[stages][];
|
||||
_imageBindings = new TextureBindingInfo[stages][];
|
||||
|
||||
_textureState = new TextureState[InitialTextureStateSize];
|
||||
_imageState = new TextureState[InitialImageStateSize];
|
||||
|
||||
for (int stage = 0; stage < stages; stage++)
|
||||
{
|
||||
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
|
||||
_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture and image bindings.
|
||||
/// </summary>
|
||||
/// <param name="bindings">Bindings for the active shader</param>
|
||||
public void SetBindings(CachedShaderBindings bindings)
|
||||
{
|
||||
_textureBindings = bindings.TextureBindings;
|
||||
_imageBindings = bindings.ImageBindings;
|
||||
|
||||
SetMaxBindings(bindings.MaxTextureBinding, bindings.MaxImageBinding);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the max binding indexes for textures and images.
|
||||
/// </summary>
|
||||
/// <param name="maxTextureBinding">The maximum texture binding</param>
|
||||
/// <param name="maxImageBinding">The maximum image binding</param>
|
||||
public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
|
||||
{
|
||||
if (maxTextureBinding >= _textureState.Length)
|
||||
{
|
||||
Array.Resize(ref _textureState, maxTextureBinding + 1);
|
||||
}
|
||||
|
||||
if (maxImageBinding >= _imageState.Length)
|
||||
{
|
||||
Array.Resize(ref _imageState, maxImageBinding + 1);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
_samplerPoolGpuVa = gpuVa;
|
||||
_samplerPoolMaximumId = maximumId;
|
||||
_samplerIndex = samplerIndex;
|
||||
_samplerPool = null;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
_texturePoolGpuVa = gpuVa;
|
||||
_texturePoolMaximumId = maximumId;
|
||||
_texturePool = null;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
|
||||
|
||||
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="usageFlags">The related texture usage flags</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, TextureUsageFlags usageFlags, int index, ShaderStage stage)
|
||||
{
|
||||
float result = 1f;
|
||||
bool changed = false;
|
||||
|
||||
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
|
||||
{
|
||||
if ((usageFlags & 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 += _textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length;
|
||||
|
||||
result = texture.ScaleFactor;
|
||||
break;
|
||||
|
||||
case ShaderStage.Compute:
|
||||
result = texture.ScaleFactor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (result != _scales[index])
|
||||
{
|
||||
_scaleChanged = true;
|
||||
|
||||
_scales[index] = result;
|
||||
}
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the vertex stage requires a scale value.
|
||||
/// </summary>
|
||||
private bool VertexRequiresScale()
|
||||
{
|
||||
for (int i = 0; i < _textureBindings[0].Length; i++)
|
||||
{
|
||||
if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _imageBindings[0].Length; i++)
|
||||
{
|
||||
if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Uploads texture and image scales to the backend when they are used.
|
||||
/// </summary>
|
||||
private void CommitRenderScale()
|
||||
{
|
||||
// Stage 0 total: Compute or Vertex.
|
||||
int total = _textureBindings[0].Length + _imageBindings[0].Length;
|
||||
|
||||
int fragmentIndex = (int)ShaderStage.Fragment - 1;
|
||||
int fragmentTotal = _isCompute ? 0 : (_textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length);
|
||||
|
||||
if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale())
|
||||
{
|
||||
// Must update scales in the support buffer if:
|
||||
// - Vertex stage has bindings that require scale.
|
||||
// - Fragment stage binding count has been updated since last render scale update.
|
||||
|
||||
_scaleChanged = true;
|
||||
}
|
||||
|
||||
if (_scaleChanged)
|
||||
{
|
||||
if (!_isCompute)
|
||||
{
|
||||
total += fragmentTotal; // Add the fragment bindings to the total.
|
||||
}
|
||||
|
||||
_lastFragmentTotal = fragmentTotal;
|
||||
|
||||
_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>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
|
||||
public bool CommitBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
|
||||
|
||||
// Check if the texture pool has been modified since bindings were last committed.
|
||||
// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
|
||||
if (_cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool)
|
||||
{
|
||||
Rebind();
|
||||
|
||||
_cachedTexturePool = texturePool;
|
||||
_cachedSamplerPool = samplerPool;
|
||||
}
|
||||
|
||||
bool poolModified = false;
|
||||
|
||||
if (texturePool != null)
|
||||
{
|
||||
int texturePoolSequence = texturePool.CheckModified();
|
||||
|
||||
if (_texturePoolSequence != texturePoolSequence)
|
||||
{
|
||||
poolModified = true;
|
||||
_texturePoolSequence = texturePoolSequence;
|
||||
}
|
||||
}
|
||||
|
||||
if (samplerPool != null)
|
||||
{
|
||||
int samplerPoolSequence = samplerPool.CheckModified();
|
||||
|
||||
if (_samplerPoolSequence != samplerPoolSequence)
|
||||
{
|
||||
poolModified = true;
|
||||
_samplerPoolSequence = samplerPoolSequence;
|
||||
}
|
||||
}
|
||||
|
||||
bool specStateMatches = true;
|
||||
|
||||
if (_isCompute)
|
||||
{
|
||||
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, ShaderStage.Compute, 0, poolModified, specState);
|
||||
specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
||||
{
|
||||
int stageIndex = (int)stage - 1;
|
||||
|
||||
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, stage, stageIndex, poolModified, specState);
|
||||
specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
|
||||
}
|
||||
}
|
||||
|
||||
CommitRenderScale();
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fetch the constant buffers used for a texture to cache.
|
||||
/// </summary>
|
||||
/// <param name="stageIndex">Stage index of the constant buffer</param>
|
||||
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
|
||||
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
|
||||
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
|
||||
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
|
||||
/// <param name="textureBufferIndex">The new texture buffer index</param>
|
||||
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void UpdateCachedBuffer(
|
||||
int stageIndex,
|
||||
scoped ref int cachedTextureBufferIndex,
|
||||
scoped ref int cachedSamplerBufferIndex,
|
||||
scoped ref ReadOnlySpan<int> cachedTextureBuffer,
|
||||
scoped ref ReadOnlySpan<int> cachedSamplerBuffer,
|
||||
int textureBufferIndex,
|
||||
int samplerBufferIndex)
|
||||
{
|
||||
if (textureBufferIndex != cachedTextureBufferIndex)
|
||||
{
|
||||
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
|
||||
|
||||
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
||||
cachedTextureBufferIndex = textureBufferIndex;
|
||||
|
||||
if (samplerBufferIndex == textureBufferIndex)
|
||||
{
|
||||
cachedSamplerBuffer = cachedTextureBuffer;
|
||||
cachedSamplerBufferIndex = samplerBufferIndex;
|
||||
}
|
||||
}
|
||||
|
||||
if (samplerBufferIndex != cachedSamplerBufferIndex)
|
||||
{
|
||||
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
|
||||
|
||||
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
||||
cachedSamplerBufferIndex = samplerBufferIndex;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Counts the total number of texture bindings used by all shader stages.
|
||||
/// </summary>
|
||||
/// <returns>The total amount of textures used</returns>
|
||||
private int GetTextureBindingsCount()
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
for (int i = 0; i < _textureBindings.Length; i++)
|
||||
{
|
||||
if (_textureBindings[i] != null)
|
||||
{
|
||||
count += _textureBindings[i].Length;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <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="texturePool">The current texture pool</param>
|
||||
/// <param name="samplerPool">The current sampler 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
|
||||
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
|
||||
private bool CommitTextureBindings(
|
||||
TexturePool texturePool,
|
||||
SamplerPool samplerPool,
|
||||
ShaderStage stage,
|
||||
int stageIndex,
|
||||
bool poolModified,
|
||||
ShaderSpecializationState specState)
|
||||
{
|
||||
int textureCount = _textureBindings[stageIndex].Length;
|
||||
if (textureCount == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (texturePool == null)
|
||||
{
|
||||
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
|
||||
return true;
|
||||
}
|
||||
|
||||
bool specStateMatches = true;
|
||||
|
||||
int cachedTextureBufferIndex = -1;
|
||||
int cachedSamplerBufferIndex = -1;
|
||||
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
||||
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
||||
|
||||
for (int index = 0; index < textureCount; index++)
|
||||
{
|
||||
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
|
||||
TextureUsageFlags usageFlags = bindingInfo.Flags;
|
||||
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
||||
|
||||
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
||||
|
||||
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
int samplerId;
|
||||
|
||||
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
|
||||
{
|
||||
samplerId = textureId;
|
||||
}
|
||||
else
|
||||
{
|
||||
samplerId = TextureHandle.UnpackSamplerId(packedId);
|
||||
}
|
||||
|
||||
ref TextureState state = ref _textureState[bindingInfo.Binding];
|
||||
|
||||
if (!poolModified &&
|
||||
state.TextureHandle == textureId &&
|
||||
state.SamplerHandle == samplerId &&
|
||||
state.CachedTexture != null &&
|
||||
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
|
||||
state.CachedSampler?.IsDisposed != true)
|
||||
{
|
||||
// The texture is already bound.
|
||||
state.CachedTexture.SynchronizeMemory();
|
||||
|
||||
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
|
||||
UpdateScale(state.CachedTexture, usageFlags, index, stage))
|
||||
{
|
||||
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
|
||||
|
||||
state.Texture = hostTextureRebind;
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTextureRebind, state.Sampler);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
state.TextureHandle = textureId;
|
||||
state.SamplerHandle = samplerId;
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
|
||||
|
||||
specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
|
||||
|
||||
Sampler sampler = samplerPool?.Get(samplerId);
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
ISampler hostSampler = sampler?.GetHostSampler(texture);
|
||||
|
||||
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(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
|
||||
|
||||
// Cache is not used for buffer texture, it must always rebind.
|
||||
state.CachedTexture = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool textureOrSamplerChanged = state.Texture != hostTexture || state.Sampler != hostSampler;
|
||||
|
||||
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
|
||||
UpdateScale(texture, usageFlags, index, stage))
|
||||
{
|
||||
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
textureOrSamplerChanged = true;
|
||||
}
|
||||
|
||||
if (textureOrSamplerChanged)
|
||||
{
|
||||
state.Texture = hostTexture;
|
||||
state.Sampler = hostSampler;
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTexture, hostSampler);
|
||||
}
|
||||
|
||||
state.CachedTexture = texture;
|
||||
state.CachedSampler = sampler;
|
||||
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
|
||||
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
|
||||
{
|
||||
int imageCount = _imageBindings[stageIndex].Length;
|
||||
if (imageCount == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (pool == null)
|
||||
{
|
||||
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
|
||||
return true;
|
||||
}
|
||||
|
||||
// Scales for images appear after the texture ones.
|
||||
int baseScaleIndex = _textureBindings[stageIndex].Length;
|
||||
|
||||
int cachedTextureBufferIndex = -1;
|
||||
int cachedSamplerBufferIndex = -1;
|
||||
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
||||
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
||||
|
||||
bool specStateMatches = true;
|
||||
|
||||
for (int index = 0; index < imageCount; index++)
|
||||
{
|
||||
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
|
||||
TextureUsageFlags usageFlags = bindingInfo.Flags;
|
||||
int scaleIndex = baseScaleIndex + index;
|
||||
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
||||
|
||||
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
||||
|
||||
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ref TextureState state = ref _imageState[bindingInfo.Binding];
|
||||
|
||||
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
|
||||
|
||||
if (!poolModified &&
|
||||
state.TextureHandle == textureId &&
|
||||
state.CachedTexture != null &&
|
||||
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
|
||||
{
|
||||
Texture cachedTexture = state.CachedTexture;
|
||||
|
||||
// The texture is already bound.
|
||||
cachedTexture.SynchronizeMemory();
|
||||
|
||||
if (isStore)
|
||||
{
|
||||
cachedTexture?.SignalModified();
|
||||
}
|
||||
|
||||
Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format;
|
||||
|
||||
if (state.ImageFormat != format ||
|
||||
((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
|
||||
UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage)))
|
||||
{
|
||||
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
|
||||
|
||||
state.Texture = hostTextureRebind;
|
||||
state.ImageFormat = format;
|
||||
|
||||
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTextureRebind, format);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
state.TextureHandle = textureId;
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
|
||||
|
||||
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
|
||||
|
||||
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.
|
||||
|
||||
Format format = bindingInfo.Format;
|
||||
|
||||
if (format == 0 && texture != null)
|
||||
{
|
||||
format = texture.Format;
|
||||
}
|
||||
|
||||
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
|
||||
|
||||
// Cache is not used for buffer texture, it must always rebind.
|
||||
state.CachedTexture = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isStore)
|
||||
{
|
||||
texture?.SignalModified();
|
||||
}
|
||||
|
||||
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
|
||||
UpdateScale(texture, usageFlags, scaleIndex, stage))
|
||||
{
|
||||
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
}
|
||||
|
||||
if (state.Texture != hostTexture)
|
||||
{
|
||||
state.Texture = hostTexture;
|
||||
|
||||
Format format = bindingInfo.Format;
|
||||
|
||||
if (format == 0 && texture != null)
|
||||
{
|
||||
format = texture.Format;
|
||||
}
|
||||
|
||||
state.ImageFormat = format;
|
||||
|
||||
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
|
||||
}
|
||||
|
||||
state.CachedTexture = texture;
|
||||
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <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 = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
||||
|
||||
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
|
||||
|
||||
TextureDescriptor descriptor;
|
||||
|
||||
if (texturePool.IsValidId(textureId))
|
||||
{
|
||||
descriptor = texturePool.GetDescriptor(textureId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the ID is not valid, we just return a default descriptor with the most common state.
|
||||
// Since this is used for shader specialization, doing so might avoid the need for recompilations.
|
||||
descriptor = new TextureDescriptor();
|
||||
descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23;
|
||||
descriptor.Word5 |= 1u << 31; // Coords normalized.
|
||||
}
|
||||
|
||||
return descriptor;
|
||||
}
|
||||
|
||||
/// <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>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
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 = textureBufferAddress != 0
|
||||
? _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4)
|
||||
: 0;
|
||||
|
||||
// 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)
|
||||
{
|
||||
int samplerHandle;
|
||||
|
||||
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
|
||||
{
|
||||
ulong samplerBufferAddress = _isCompute
|
||||
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
|
||||
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
|
||||
|
||||
samplerHandle = samplerBufferAddress != 0
|
||||
? _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4)
|
||||
: 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
samplerHandle = samplerWordOffset;
|
||||
}
|
||||
|
||||
if (handleType == TextureHandleType.SeparateSamplerId ||
|
||||
handleType == TextureHandleType.SeparateConstantSamplerHandle)
|
||||
{
|
||||
samplerHandle <<= 20;
|
||||
}
|
||||
|
||||
handle |= samplerHandle;
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture and sampler pool for the GPU virtual address that are currently set.
|
||||
/// </summary>
|
||||
/// <returns>The texture and sampler pools</returns>
|
||||
private (TexturePool, SamplerPool) GetPools()
|
||||
{
|
||||
MemoryManager memoryManager = _channel.MemoryManager;
|
||||
|
||||
TexturePool texturePool = _texturePool;
|
||||
SamplerPool samplerPool = _samplerPool;
|
||||
|
||||
if (texturePool == null)
|
||||
{
|
||||
ulong poolAddress = memoryManager.Translate(_texturePoolGpuVa);
|
||||
|
||||
if (poolAddress != MemoryManager.PteUnmapped)
|
||||
{
|
||||
texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, _texturePoolMaximumId);
|
||||
_texturePool = texturePool;
|
||||
}
|
||||
}
|
||||
|
||||
if (samplerPool == null)
|
||||
{
|
||||
ulong poolAddress = memoryManager.Translate(_samplerPoolGpuVa);
|
||||
|
||||
if (poolAddress != MemoryManager.PteUnmapped)
|
||||
{
|
||||
samplerPool = _samplerPoolCache.FindOrCreate(_channel, poolAddress, _samplerPoolMaximumId);
|
||||
_samplerPool = samplerPool;
|
||||
}
|
||||
}
|
||||
|
||||
return (texturePool, samplerPool);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should be called if the memory mappings change, to ensure the correct pools are being used.
|
||||
/// </remarks>
|
||||
public void ReloadPools()
|
||||
{
|
||||
_samplerPool = null;
|
||||
_texturePool = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
|
||||
/// </summary>
|
||||
public void Rebind()
|
||||
{
|
||||
Array.Clear(_textureState);
|
||||
Array.Clear(_imageState);
|
||||
}
|
||||
}
|
||||
}
|
1180
src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
Normal file
1180
src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
Normal file
File diff suppressed because it is too large
Load diff
911
src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs
Normal file
911
src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs
Normal file
|
@ -0,0 +1,911 @@
|
|||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Texture;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture format compatibility checks.
|
||||
/// </summary>
|
||||
static class TextureCompatibility
|
||||
{
|
||||
private enum FormatClass
|
||||
{
|
||||
Unclassified,
|
||||
Bc1Rgba,
|
||||
Bc2,
|
||||
Bc3,
|
||||
Bc4,
|
||||
Bc5,
|
||||
Bc6,
|
||||
Bc7,
|
||||
Etc2Rgb,
|
||||
Etc2Rgba,
|
||||
Astc4x4,
|
||||
Astc5x4,
|
||||
Astc5x5,
|
||||
Astc6x5,
|
||||
Astc6x6,
|
||||
Astc8x5,
|
||||
Astc8x6,
|
||||
Astc8x8,
|
||||
Astc10x5,
|
||||
Astc10x6,
|
||||
Astc10x8,
|
||||
Astc10x10,
|
||||
Astc12x10,
|
||||
Astc12x12
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a format is host incompatible.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Host incompatible formats can't be used directly, the texture data needs to be converted
|
||||
/// to a compatible format first.
|
||||
/// </remarks>
|
||||
/// <param name="info">Texture information</param>
|
||||
/// <param name="caps">Host GPU capabilities</param>
|
||||
/// <returns>True if the format is incompatible, false otherwise</returns>
|
||||
public static bool IsFormatHostIncompatible(TextureInfo info, Capabilities caps)
|
||||
{
|
||||
Format originalFormat = info.FormatInfo.Format;
|
||||
return ToHostCompatibleFormat(info, caps).Format != originalFormat;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a incompatible format to a host compatible format, or return the format directly
|
||||
/// if it is already host compatible.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This can be used to convert a incompatible compressed format to the decompressor
|
||||
/// output format.
|
||||
/// </remarks>
|
||||
/// <param name="info">Texture information</param>
|
||||
/// <param name="caps">Host GPU capabilities</param>
|
||||
/// <returns>A host compatible format</returns>
|
||||
public static FormatInfo ToHostCompatibleFormat(TextureInfo info, Capabilities caps)
|
||||
{
|
||||
// The host API does not support those compressed formats.
|
||||
// We assume software decompression will be done for those textures,
|
||||
// and so we adjust the format here to match the decompressor output.
|
||||
|
||||
if (!caps.SupportsAstcCompression)
|
||||
{
|
||||
if (info.FormatInfo.Format.IsAstcUnorm())
|
||||
{
|
||||
return GraphicsConfig.EnableTextureRecompression
|
||||
? new FormatInfo(Format.Bc7Unorm, 4, 4, 16, 4)
|
||||
: new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
|
||||
}
|
||||
else if (info.FormatInfo.Format.IsAstcSrgb())
|
||||
{
|
||||
return GraphicsConfig.EnableTextureRecompression
|
||||
? new FormatInfo(Format.Bc7Srgb, 4, 4, 16, 4)
|
||||
: new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
|
||||
}
|
||||
}
|
||||
|
||||
if (!HostSupportsBcFormat(info.FormatInfo.Format, info.Target, caps))
|
||||
{
|
||||
switch (info.FormatInfo.Format)
|
||||
{
|
||||
case Format.Bc1RgbaSrgb:
|
||||
case Format.Bc2Srgb:
|
||||
case Format.Bc3Srgb:
|
||||
case Format.Bc7Srgb:
|
||||
return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
|
||||
case Format.Bc1RgbaUnorm:
|
||||
case Format.Bc2Unorm:
|
||||
case Format.Bc3Unorm:
|
||||
case Format.Bc7Unorm:
|
||||
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
|
||||
case Format.Bc4Unorm:
|
||||
return new FormatInfo(Format.R8Unorm, 1, 1, 1, 1);
|
||||
case Format.Bc4Snorm:
|
||||
return new FormatInfo(Format.R8Snorm, 1, 1, 1, 1);
|
||||
case Format.Bc5Unorm:
|
||||
return new FormatInfo(Format.R8G8Unorm, 1, 1, 2, 2);
|
||||
case Format.Bc5Snorm:
|
||||
return new FormatInfo(Format.R8G8Snorm, 1, 1, 2, 2);
|
||||
case Format.Bc6HSfloat:
|
||||
case Format.Bc6HUfloat:
|
||||
return new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8, 4);
|
||||
}
|
||||
}
|
||||
|
||||
if (!caps.SupportsEtc2Compression)
|
||||
{
|
||||
switch (info.FormatInfo.Format)
|
||||
{
|
||||
case Format.Etc2RgbaSrgb:
|
||||
case Format.Etc2RgbPtaSrgb:
|
||||
case Format.Etc2RgbSrgb:
|
||||
return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
|
||||
case Format.Etc2RgbaUnorm:
|
||||
case Format.Etc2RgbPtaUnorm:
|
||||
case Format.Etc2RgbUnorm:
|
||||
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
|
||||
}
|
||||
}
|
||||
|
||||
if (!caps.SupportsR4G4Format && info.FormatInfo.Format == Format.R4G4Unorm)
|
||||
{
|
||||
if (caps.SupportsR4G4B4A4Format)
|
||||
{
|
||||
return new FormatInfo(Format.R4G4B4A4Unorm, 1, 1, 2, 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
|
||||
}
|
||||
}
|
||||
|
||||
if (info.FormatInfo.Format == Format.R4G4B4A4Unorm)
|
||||
{
|
||||
if (!caps.SupportsR4G4B4A4Format)
|
||||
{
|
||||
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
|
||||
}
|
||||
}
|
||||
else if (!caps.Supports5BitComponentFormat && info.FormatInfo.Format.Is16BitPacked())
|
||||
{
|
||||
return new FormatInfo(info.FormatInfo.Format.IsBgr() ? Format.B8G8R8A8Unorm : Format.R8G8B8A8Unorm, 1, 1, 4, 4);
|
||||
}
|
||||
|
||||
return info.FormatInfo;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the host API supports a given texture compression format of the BC family.
|
||||
/// </summary>
|
||||
/// <param name="format">BC format to be checked</param>
|
||||
/// <param name="target">Target usage of the texture</param>
|
||||
/// <param name="caps">Host GPU Capabilities</param>
|
||||
/// <returns>True if the texture host supports the format with the given target usage, false otherwise</returns>
|
||||
public static bool HostSupportsBcFormat(Format format, Target target, Capabilities caps)
|
||||
{
|
||||
bool not3DOr3DCompressionSupported = target != Target.Texture3D || caps.Supports3DTextureCompression;
|
||||
|
||||
switch (format)
|
||||
{
|
||||
case Format.Bc1RgbaSrgb:
|
||||
case Format.Bc1RgbaUnorm:
|
||||
case Format.Bc2Srgb:
|
||||
case Format.Bc2Unorm:
|
||||
case Format.Bc3Srgb:
|
||||
case Format.Bc3Unorm:
|
||||
return caps.SupportsBc123Compression && not3DOr3DCompressionSupported;
|
||||
case Format.Bc4Unorm:
|
||||
case Format.Bc4Snorm:
|
||||
case Format.Bc5Unorm:
|
||||
case Format.Bc5Snorm:
|
||||
return caps.SupportsBc45Compression && not3DOr3DCompressionSupported;
|
||||
case Format.Bc6HSfloat:
|
||||
case Format.Bc6HUfloat:
|
||||
case Format.Bc7Srgb:
|
||||
case Format.Bc7Unorm:
|
||||
return caps.SupportsBc67Compression && not3DOr3DCompressionSupported;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether a texture can flush its data back to guest memory.
|
||||
/// </summary>
|
||||
/// <param name="info">Texture information</param>
|
||||
/// <param name="caps">Host GPU Capabilities</param>
|
||||
/// <returns>True if the texture can flush, false otherwise</returns>
|
||||
public static bool CanTextureFlush(TextureInfo info, Capabilities caps)
|
||||
{
|
||||
if (IsFormatHostIncompatible(info, caps))
|
||||
{
|
||||
return false; // Flushing this format is not supported, as it may have been converted to another host format.
|
||||
}
|
||||
|
||||
if (info.Target == Target.Texture2DMultisample ||
|
||||
info.Target == Target.Texture2DMultisampleArray)
|
||||
{
|
||||
return false; // Flushing multisample textures is not supported, the host does not allow getting their data.
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture format matches with the specified texture information.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
|
||||
/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
|
||||
/// <returns>A value indicating how well the formats match</returns>
|
||||
public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
|
||||
{
|
||||
// D32F and R32F texture have the same representation internally,
|
||||
// however the R32F format is used to sample from depth textures.
|
||||
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
|
||||
{
|
||||
return TextureMatchQuality.FormatAlias;
|
||||
}
|
||||
|
||||
if (forCopy)
|
||||
{
|
||||
// The 2D engine does not support depth-stencil formats, so it will instead
|
||||
// use equivalent color formats. We must also consider them as compatible.
|
||||
if (lhs.FormatInfo.Format == Format.S8Uint && rhs.FormatInfo.Format == Format.R8Unorm)
|
||||
{
|
||||
return TextureMatchQuality.FormatAlias;
|
||||
}
|
||||
|
||||
if (lhs.FormatInfo.Format == Format.D16Unorm && rhs.FormatInfo.Format == Format.R16Unorm)
|
||||
{
|
||||
return TextureMatchQuality.FormatAlias;
|
||||
}
|
||||
|
||||
if ((lhs.FormatInfo.Format == Format.D24UnormS8Uint ||
|
||||
lhs.FormatInfo.Format == Format.S8UintD24Unorm) && rhs.FormatInfo.Format == Format.B8G8R8A8Unorm)
|
||||
{
|
||||
return TextureMatchQuality.FormatAlias;
|
||||
}
|
||||
}
|
||||
|
||||
return lhs.FormatInfo.Format == rhs.FormatInfo.Format ? TextureMatchQuality.Perfect : TextureMatchQuality.NoMatch;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture layout specified matches with this texture layout.
|
||||
/// The layout information is composed of the Stride for linear textures, or GOB block size
|
||||
/// for block linear textures.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the layout matches, false otherwise</returns>
|
||||
public static bool LayoutMatches(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
if (lhs.IsLinear != rhs.IsLinear)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// For linear textures, gob block sizes are ignored.
|
||||
// For block linear textures, the stride is ignored.
|
||||
if (rhs.IsLinear)
|
||||
{
|
||||
return lhs.Stride == rhs.Stride;
|
||||
}
|
||||
else
|
||||
{
|
||||
return lhs.GobBlocksInY == rhs.GobBlocksInY &&
|
||||
lhs.GobBlocksInZ == rhs.GobBlocksInZ;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Obtain the minimum compatibility level of two provided view compatibility results.
|
||||
/// </summary>
|
||||
/// <param name="first">The first compatibility level</param>
|
||||
/// <param name="second">The second compatibility level</param>
|
||||
/// <returns>The minimum compatibility level of two provided view compatibility results</returns>
|
||||
public static TextureViewCompatibility PropagateViewCompatibility(TextureViewCompatibility first, TextureViewCompatibility second)
|
||||
{
|
||||
if (first == TextureViewCompatibility.Incompatible || second == TextureViewCompatibility.Incompatible)
|
||||
{
|
||||
return TextureViewCompatibility.Incompatible;
|
||||
}
|
||||
else if (first == TextureViewCompatibility.LayoutIncompatible || second == TextureViewCompatibility.LayoutIncompatible)
|
||||
{
|
||||
return TextureViewCompatibility.LayoutIncompatible;
|
||||
}
|
||||
else if (first == TextureViewCompatibility.CopyOnly || second == TextureViewCompatibility.CopyOnly)
|
||||
{
|
||||
return TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
else
|
||||
{
|
||||
return TextureViewCompatibility.Full;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the sizes of two texture levels are copy compatible.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view to match against</param>
|
||||
/// <param name="lhsLevel">Mipmap level of the texture view in relation to this texture</param>
|
||||
/// <param name="rhsLevel">Mipmap level of the texture view in relation to the second texture</param>
|
||||
/// <returns>True if both levels are view compatible</returns>
|
||||
public static bool CopySizeMatches(TextureInfo lhs, TextureInfo rhs, int lhsLevel, int rhsLevel)
|
||||
{
|
||||
Size size = GetAlignedSize(lhs, lhsLevel);
|
||||
|
||||
Size otherSize = GetAlignedSize(rhs, rhsLevel);
|
||||
|
||||
if (size.Width == otherSize.Width && size.Height == otherSize.Height)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (lhs.IsLinear && rhs.IsLinear)
|
||||
{
|
||||
// Copy between linear textures with matching stride.
|
||||
int stride = BitUtils.AlignUp(Math.Max(1, lhs.Stride >> lhsLevel), Constants.StrideAlignment);
|
||||
|
||||
return stride == rhs.Stride;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the sizes of two given textures are view compatible.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view to match against</param>
|
||||
/// <param name="exact">Indicates if the sizes must be exactly equal</param>
|
||||
/// <param name="level">Mipmap level of the texture view in relation to this texture</param>
|
||||
/// <returns>The view compatibility level of the view sizes</returns>
|
||||
public static TextureViewCompatibility ViewSizeMatches(TextureInfo lhs, TextureInfo rhs, bool exact, int level)
|
||||
{
|
||||
Size lhsAlignedSize = GetAlignedSize(lhs, level);
|
||||
Size rhsAlignedSize = GetAlignedSize(rhs);
|
||||
|
||||
Size lhsSize = GetSizeInBlocks(lhs, level);
|
||||
Size rhsSize = GetSizeInBlocks(rhs);
|
||||
|
||||
bool alignedWidthMatches = lhsAlignedSize.Width == rhsAlignedSize.Width;
|
||||
|
||||
if (lhs.FormatInfo.BytesPerPixel != rhs.FormatInfo.BytesPerPixel && IsIncompatibleFormatAliasingAllowed(lhs.FormatInfo, rhs.FormatInfo))
|
||||
{
|
||||
alignedWidthMatches = lhsSize.Width * lhs.FormatInfo.BytesPerPixel == rhsSize.Width * rhs.FormatInfo.BytesPerPixel;
|
||||
}
|
||||
|
||||
TextureViewCompatibility result = TextureViewCompatibility.Full;
|
||||
|
||||
// For copies, we can copy a subset of the 3D texture slices,
|
||||
// so the depth may be different in this case.
|
||||
if (rhs.Target == Target.Texture3D && lhsSize.Depth != rhsSize.Depth)
|
||||
{
|
||||
result = TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
|
||||
// Some APIs align the width for copy and render target textures,
|
||||
// so the width may not match in this case for different uses of the same texture.
|
||||
// To account for this, we compare the aligned width here.
|
||||
// We expect height to always match exactly, if the texture is the same.
|
||||
if (alignedWidthMatches && lhsSize.Height == rhsSize.Height)
|
||||
{
|
||||
return (exact && lhsSize.Width != rhsSize.Width) || lhsSize.Width < rhsSize.Width
|
||||
? TextureViewCompatibility.CopyOnly
|
||||
: result;
|
||||
}
|
||||
else if (lhs.IsLinear && rhs.IsLinear && lhsSize.Height == rhsSize.Height)
|
||||
{
|
||||
// Copy between linear textures with matching stride.
|
||||
int stride = BitUtils.AlignUp(Math.Max(1, lhs.Stride >> level), Constants.StrideAlignment);
|
||||
|
||||
return stride == rhs.Stride ? TextureViewCompatibility.CopyOnly : TextureViewCompatibility.LayoutIncompatible;
|
||||
}
|
||||
else
|
||||
{
|
||||
return TextureViewCompatibility.LayoutIncompatible;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the potential child texture fits within the level and layer bounds of the parent.
|
||||
/// </summary>
|
||||
/// <param name="parent">Texture information for the parent</param>
|
||||
/// <param name="child">Texture information for the child</param>
|
||||
/// <param name="layer">Base layer of the child texture</param>
|
||||
/// <param name="level">Base level of the child texture</param>
|
||||
/// <returns>Full compatiblity if the child's layer and level count fit within the parent, incompatible otherwise</returns>
|
||||
public static TextureViewCompatibility ViewSubImagesInBounds(TextureInfo parent, TextureInfo child, int layer, int level)
|
||||
{
|
||||
if (level + child.Levels <= parent.Levels &&
|
||||
layer + child.GetSlices() <= parent.GetSlices())
|
||||
{
|
||||
return TextureViewCompatibility.Full;
|
||||
}
|
||||
else
|
||||
{
|
||||
return TextureViewCompatibility.LayoutIncompatible;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture sizes of the supplied texture informations match.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <param name="exact">Indicates if the size must be exactly equal between the textures, or if <paramref name="rhs"/> is allowed to be larger</param>
|
||||
/// <returns>True if the sizes matches, false otherwise</returns>
|
||||
public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, bool exact)
|
||||
{
|
||||
if (lhs.GetLayers() != rhs.GetLayers())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Size lhsSize = GetSizeInBlocks(lhs);
|
||||
Size rhsSize = GetSizeInBlocks(rhs);
|
||||
|
||||
if (exact || lhs.IsLinear || rhs.IsLinear)
|
||||
{
|
||||
return lhsSize.Width == rhsSize.Width &&
|
||||
lhsSize.Height == rhsSize.Height &&
|
||||
lhsSize.Depth == rhsSize.Depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
Size lhsAlignedSize = GetAlignedSize(lhs);
|
||||
Size rhsAlignedSize = GetAlignedSize(rhs);
|
||||
|
||||
return lhsAlignedSize.Width == rhsAlignedSize.Width &&
|
||||
lhsSize.Width >= rhsSize.Width &&
|
||||
lhsSize.Height == rhsSize.Height &&
|
||||
lhsSize.Depth == rhsSize.Depth;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the aligned sizes for the given dimensions, using the specified texture information.
|
||||
/// The alignment depends on the texture layout and format bytes per pixel.
|
||||
/// </summary>
|
||||
/// <param name="info">Texture information to calculate the aligned size from</param>
|
||||
/// <param name="width">The width to be aligned</param>
|
||||
/// <param name="height">The height to be aligned</param>
|
||||
/// <param name="depth">The depth to be aligned</param>
|
||||
/// <returns>The aligned texture size</returns>
|
||||
private static Size GetAlignedSize(TextureInfo info, int width, int height, int depth)
|
||||
{
|
||||
if (info.IsLinear)
|
||||
{
|
||||
return SizeCalculator.GetLinearAlignedSize(
|
||||
width,
|
||||
height,
|
||||
info.FormatInfo.BlockWidth,
|
||||
info.FormatInfo.BlockHeight,
|
||||
info.FormatInfo.BytesPerPixel);
|
||||
}
|
||||
else
|
||||
{
|
||||
return SizeCalculator.GetBlockLinearAlignedSize(
|
||||
width,
|
||||
height,
|
||||
depth,
|
||||
info.FormatInfo.BlockWidth,
|
||||
info.FormatInfo.BlockHeight,
|
||||
info.FormatInfo.BytesPerPixel,
|
||||
info.GobBlocksInY,
|
||||
info.GobBlocksInZ,
|
||||
info.GobBlocksInTileX);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the aligned sizes of the specified texture information.
|
||||
/// The alignment depends on the texture layout and format bytes per pixel.
|
||||
/// </summary>
|
||||
/// <param name="info">Texture information to calculate the aligned size from</param>
|
||||
/// <param name="level">Mipmap level for texture views</param>
|
||||
/// <returns>The aligned texture size</returns>
|
||||
public static Size GetAlignedSize(TextureInfo info, int level = 0)
|
||||
{
|
||||
int width = Math.Max(1, info.Width >> level);
|
||||
int height = Math.Max(1, info.Height >> level);
|
||||
int depth = Math.Max(1, info.GetDepth() >> level);
|
||||
|
||||
return GetAlignedSize(info, width, height, depth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the size in blocks for the given texture information.
|
||||
/// For non-compressed formats, that's the same as the regular size.
|
||||
/// </summary>
|
||||
/// <param name="info">Texture information to calculate the aligned size from</param>
|
||||
/// <param name="level">Mipmap level for texture views</param>
|
||||
/// <returns>The texture size in blocks</returns>
|
||||
public static Size GetSizeInBlocks(TextureInfo info, int level = 0)
|
||||
{
|
||||
int width = Math.Max(1, info.Width >> level);
|
||||
int height = Math.Max(1, info.Height >> level);
|
||||
int depth = Math.Max(1, info.GetDepth() >> level);
|
||||
|
||||
return new Size(
|
||||
BitUtils.DivRoundUp(width, info.FormatInfo.BlockWidth),
|
||||
BitUtils.DivRoundUp(height, info.FormatInfo.BlockHeight),
|
||||
depth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if it's possible to create a view with the layout of the second texture information from the first.
|
||||
/// The layout information is composed of the Stride for linear textures, or GOB block size
|
||||
/// for block linear textures.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view to compare against</param>
|
||||
/// <param name="level">Start level of the texture view, in relation with the first texture</param>
|
||||
/// <returns>True if the layout is compatible, false otherwise</returns>
|
||||
public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int level)
|
||||
{
|
||||
if (lhs.IsLinear != rhs.IsLinear)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// For linear textures, gob block sizes are ignored.
|
||||
// For block linear textures, the stride is ignored.
|
||||
if (rhs.IsLinear)
|
||||
{
|
||||
int stride = Math.Max(1, lhs.Stride >> level);
|
||||
stride = BitUtils.AlignUp(stride, Constants.StrideAlignment);
|
||||
|
||||
return stride == rhs.Stride;
|
||||
}
|
||||
else
|
||||
{
|
||||
int height = Math.Max(1, lhs.Height >> level);
|
||||
int depth = Math.Max(1, lhs.GetDepth() >> level);
|
||||
|
||||
(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
|
||||
height,
|
||||
depth,
|
||||
lhs.FormatInfo.BlockHeight,
|
||||
lhs.GobBlocksInY,
|
||||
lhs.GobBlocksInZ);
|
||||
|
||||
return gobBlocksInY == rhs.GobBlocksInY &&
|
||||
gobBlocksInZ == rhs.GobBlocksInZ;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if it's possible to create a view with the layout of the second texture information from the first.
|
||||
/// The layout information is composed of the Stride for linear textures, or GOB block size
|
||||
/// for block linear textures.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view to compare against</param>
|
||||
/// <param name="lhsLevel">Start level of the texture view, in relation with the first texture</param>
|
||||
/// <param name="rhsLevel">Start level of the texture view, in relation with the second texture</param>
|
||||
/// <returns>True if the layout is compatible, false otherwise</returns>
|
||||
public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int lhsLevel, int rhsLevel)
|
||||
{
|
||||
if (lhs.IsLinear != rhs.IsLinear)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// For linear textures, gob block sizes are ignored.
|
||||
// For block linear textures, the stride is ignored.
|
||||
if (rhs.IsLinear)
|
||||
{
|
||||
int lhsStride = Math.Max(1, lhs.Stride >> lhsLevel);
|
||||
lhsStride = BitUtils.AlignUp(lhsStride, Constants.StrideAlignment);
|
||||
|
||||
int rhsStride = Math.Max(1, rhs.Stride >> rhsLevel);
|
||||
rhsStride = BitUtils.AlignUp(rhsStride, Constants.StrideAlignment);
|
||||
|
||||
return lhsStride == rhsStride;
|
||||
}
|
||||
else
|
||||
{
|
||||
int lhsHeight = Math.Max(1, lhs.Height >> lhsLevel);
|
||||
int lhsDepth = Math.Max(1, lhs.GetDepth() >> lhsLevel);
|
||||
|
||||
(int lhsGobBlocksInY, int lhsGobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
|
||||
lhsHeight,
|
||||
lhsDepth,
|
||||
lhs.FormatInfo.BlockHeight,
|
||||
lhs.GobBlocksInY,
|
||||
lhs.GobBlocksInZ);
|
||||
|
||||
int rhsHeight = Math.Max(1, rhs.Height >> rhsLevel);
|
||||
int rhsDepth = Math.Max(1, rhs.GetDepth() >> rhsLevel);
|
||||
|
||||
(int rhsGobBlocksInY, int rhsGobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
|
||||
rhsHeight,
|
||||
rhsDepth,
|
||||
rhs.FormatInfo.BlockHeight,
|
||||
rhs.GobBlocksInY,
|
||||
rhs.GobBlocksInZ);
|
||||
|
||||
return lhsGobBlocksInY == rhsGobBlocksInY &&
|
||||
lhsGobBlocksInZ == rhsGobBlocksInZ;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the view format of the first texture format is compatible with the format of the second.
|
||||
/// In general, the formats are considered compatible if the bytes per pixel values are equal,
|
||||
/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
|
||||
/// This follows the host API copy compatibility rules.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view</param>
|
||||
/// <param name="caps">Host GPU capabilities</param>
|
||||
/// <returns>The view compatibility level of the texture formats</returns>
|
||||
public static TextureViewCompatibility ViewFormatCompatible(TextureInfo lhs, TextureInfo rhs, Capabilities caps)
|
||||
{
|
||||
FormatInfo lhsFormat = lhs.FormatInfo;
|
||||
FormatInfo rhsFormat = rhs.FormatInfo;
|
||||
|
||||
if (lhsFormat.Format.IsDepthOrStencil() || rhsFormat.Format.IsDepthOrStencil())
|
||||
{
|
||||
return lhsFormat.Format == rhsFormat.Format ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
|
||||
}
|
||||
|
||||
if (IsFormatHostIncompatible(lhs, caps) || IsFormatHostIncompatible(rhs, caps))
|
||||
{
|
||||
return lhsFormat.Format == rhsFormat.Format ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
|
||||
}
|
||||
|
||||
if (lhsFormat.IsCompressed && rhsFormat.IsCompressed)
|
||||
{
|
||||
FormatClass lhsClass = GetFormatClass(lhsFormat.Format);
|
||||
FormatClass rhsClass = GetFormatClass(rhsFormat.Format);
|
||||
|
||||
return lhsClass == rhsClass ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
|
||||
}
|
||||
else if (lhsFormat.BytesPerPixel == rhsFormat.BytesPerPixel)
|
||||
{
|
||||
return lhs.FormatInfo.IsCompressed == rhs.FormatInfo.IsCompressed
|
||||
? TextureViewCompatibility.Full
|
||||
: TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
else if (IsIncompatibleFormatAliasingAllowed(lhsFormat, rhsFormat))
|
||||
{
|
||||
return TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
|
||||
return TextureViewCompatibility.Incompatible;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if aliasing of two formats that would normally be considered incompatible be allowed,
|
||||
/// using copy dependencies.
|
||||
/// </summary>
|
||||
/// <param name="lhsFormat">Format information of the first texture</param
|
||||
/// <param name="rhsFormat">Format information of the second texture</param>
|
||||
/// <returns>True if aliasing should be allowed, false otherwise</returns>
|
||||
private static bool IsIncompatibleFormatAliasingAllowed(FormatInfo lhsFormat, FormatInfo rhsFormat)
|
||||
{
|
||||
// Some games will try to alias textures with incompatible foramts, with different BPP (bytes per pixel).
|
||||
// We allow that in some cases as long Width * BPP is equal on both textures.
|
||||
// This is very conservative right now as we want to avoid copies as much as possible,
|
||||
// so we only consider the formats we have seen being aliased.
|
||||
|
||||
if (rhsFormat.BytesPerPixel < lhsFormat.BytesPerPixel)
|
||||
{
|
||||
(lhsFormat, rhsFormat) = (rhsFormat, lhsFormat);
|
||||
}
|
||||
|
||||
return lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the target of the first texture view information is compatible with the target of the second texture view information.
|
||||
/// This follows the host API target compatibility rules.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param
|
||||
/// <param name="rhs">Texture information of the texture view</param>
|
||||
/// <param name="caps">Host GPU capabilities</param>
|
||||
/// <returns>True if the targets are compatible, false otherwise</returns>
|
||||
public static TextureViewCompatibility ViewTargetCompatible(TextureInfo lhs, TextureInfo rhs, ref Capabilities caps)
|
||||
{
|
||||
bool result = false;
|
||||
switch (lhs.Target)
|
||||
{
|
||||
case Target.Texture1D:
|
||||
case Target.Texture1DArray:
|
||||
result = rhs.Target == Target.Texture1D ||
|
||||
rhs.Target == Target.Texture1DArray;
|
||||
break;
|
||||
|
||||
case Target.Texture2D:
|
||||
result = rhs.Target == Target.Texture2D ||
|
||||
rhs.Target == Target.Texture2DArray;
|
||||
break;
|
||||
|
||||
case Target.Texture2DArray:
|
||||
result = rhs.Target == Target.Texture2D ||
|
||||
rhs.Target == Target.Texture2DArray;
|
||||
|
||||
if (rhs.Target == Target.Cubemap || rhs.Target == Target.CubemapArray)
|
||||
{
|
||||
return caps.SupportsCubemapView ? TextureViewCompatibility.Full : TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
break;
|
||||
case Target.Cubemap:
|
||||
case Target.CubemapArray:
|
||||
result = rhs.Target == Target.Cubemap ||
|
||||
rhs.Target == Target.CubemapArray;
|
||||
|
||||
if (rhs.Target == Target.Texture2D || rhs.Target == Target.Texture2DArray)
|
||||
{
|
||||
return caps.SupportsCubemapView ? TextureViewCompatibility.Full : TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
break;
|
||||
case Target.Texture2DMultisample:
|
||||
case Target.Texture2DMultisampleArray:
|
||||
if (rhs.Target == Target.Texture2D || rhs.Target == Target.Texture2DArray)
|
||||
{
|
||||
return TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
|
||||
result = rhs.Target == Target.Texture2DMultisample ||
|
||||
rhs.Target == Target.Texture2DMultisampleArray;
|
||||
break;
|
||||
|
||||
case Target.Texture3D:
|
||||
if (rhs.Target == Target.Texture2D)
|
||||
{
|
||||
return TextureViewCompatibility.CopyOnly;
|
||||
}
|
||||
|
||||
result = rhs.Target == Target.Texture3D;
|
||||
break;
|
||||
}
|
||||
|
||||
return result ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a swizzle component in two textures functionally match, taking into account if the components are defined.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <param name="swizzleLhs">Swizzle component for the first texture</param>
|
||||
/// <param name="swizzleRhs">Swizzle component for the second texture</param>
|
||||
/// <param name="component">Component index, starting at 0 for red</param>
|
||||
/// <returns>True if the swizzle components functionally match, false othersize</returns>
|
||||
private static bool SwizzleComponentMatches(TextureInfo lhs, TextureInfo rhs, SwizzleComponent swizzleLhs, SwizzleComponent swizzleRhs, int component)
|
||||
{
|
||||
int lhsComponents = lhs.FormatInfo.Components;
|
||||
int rhsComponents = rhs.FormatInfo.Components;
|
||||
|
||||
if (lhsComponents == 4 && rhsComponents == 4)
|
||||
{
|
||||
return swizzleLhs == swizzleRhs;
|
||||
}
|
||||
|
||||
// Swizzles after the number of components a format defines are "undefined".
|
||||
// We allow these to not be equal under certain circumstances.
|
||||
// This can only happen when there are less than 4 components in a format.
|
||||
// It tends to happen when float depth textures are sampled.
|
||||
|
||||
bool lhsDefined = (swizzleLhs - SwizzleComponent.Red) < lhsComponents;
|
||||
bool rhsDefined = (swizzleRhs - SwizzleComponent.Red) < rhsComponents;
|
||||
|
||||
if (lhsDefined == rhsDefined)
|
||||
{
|
||||
// If both are undefined, return true. Otherwise just check if they're equal.
|
||||
return lhsDefined ? swizzleLhs == swizzleRhs : true;
|
||||
}
|
||||
else
|
||||
{
|
||||
SwizzleComponent defined = lhsDefined ? swizzleLhs : swizzleRhs;
|
||||
SwizzleComponent undefined = lhsDefined ? swizzleRhs : swizzleLhs;
|
||||
|
||||
// Undefined swizzle can be matched by a forced value (0, 1), exact equality, or expected value.
|
||||
// For example, R___ matches R001, RGBA but not RBGA.
|
||||
return defined == undefined || defined < SwizzleComponent.Red || defined == SwizzleComponent.Red + component;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture shader sampling parameters of two texture informations match.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the texture shader sampling parameters matches, false otherwise</returns>
|
||||
public static bool SamplerParamsMatches(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
return lhs.DepthStencilMode == rhs.DepthStencilMode &&
|
||||
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleR, rhs.SwizzleR, 0) &&
|
||||
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleG, rhs.SwizzleG, 1) &&
|
||||
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleB, rhs.SwizzleB, 2) &&
|
||||
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleA, rhs.SwizzleA, 3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the texture target and samples count (for multisampled textures) matches.
|
||||
/// </summary>
|
||||
/// <param name="first">Texture information to compare with</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the texture target and samples count matches, false otherwise</returns>
|
||||
public static bool TargetAndSamplesCompatible(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
return lhs.Target == rhs.Target &&
|
||||
lhs.SamplesInX == rhs.SamplesInX &&
|
||||
lhs.SamplesInY == rhs.SamplesInY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture format class, for compressed textures, or Unclassified otherwise.
|
||||
/// </summary>
|
||||
/// <param name="format">The format</param>
|
||||
/// <returns>Format class</returns>
|
||||
private static FormatClass GetFormatClass(Format format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case Format.Bc1RgbaSrgb:
|
||||
case Format.Bc1RgbaUnorm:
|
||||
return FormatClass.Bc1Rgba;
|
||||
case Format.Bc2Srgb:
|
||||
case Format.Bc2Unorm:
|
||||
return FormatClass.Bc2;
|
||||
case Format.Bc3Srgb:
|
||||
case Format.Bc3Unorm:
|
||||
return FormatClass.Bc3;
|
||||
case Format.Bc4Snorm:
|
||||
case Format.Bc4Unorm:
|
||||
return FormatClass.Bc4;
|
||||
case Format.Bc5Snorm:
|
||||
case Format.Bc5Unorm:
|
||||
return FormatClass.Bc5;
|
||||
case Format.Bc6HSfloat:
|
||||
case Format.Bc6HUfloat:
|
||||
return FormatClass.Bc6;
|
||||
case Format.Bc7Srgb:
|
||||
case Format.Bc7Unorm:
|
||||
return FormatClass.Bc7;
|
||||
case Format.Etc2RgbSrgb:
|
||||
case Format.Etc2RgbUnorm:
|
||||
return FormatClass.Etc2Rgb;
|
||||
case Format.Etc2RgbaSrgb:
|
||||
case Format.Etc2RgbaUnorm:
|
||||
return FormatClass.Etc2Rgba;
|
||||
case Format.Astc4x4Srgb:
|
||||
case Format.Astc4x4Unorm:
|
||||
return FormatClass.Astc4x4;
|
||||
case Format.Astc5x4Srgb:
|
||||
case Format.Astc5x4Unorm:
|
||||
return FormatClass.Astc5x4;
|
||||
case Format.Astc5x5Srgb:
|
||||
case Format.Astc5x5Unorm:
|
||||
return FormatClass.Astc5x5;
|
||||
case Format.Astc6x5Srgb:
|
||||
case Format.Astc6x5Unorm:
|
||||
return FormatClass.Astc6x5;
|
||||
case Format.Astc6x6Srgb:
|
||||
case Format.Astc6x6Unorm:
|
||||
return FormatClass.Astc6x6;
|
||||
case Format.Astc8x5Srgb:
|
||||
case Format.Astc8x5Unorm:
|
||||
return FormatClass.Astc8x5;
|
||||
case Format.Astc8x6Srgb:
|
||||
case Format.Astc8x6Unorm:
|
||||
return FormatClass.Astc8x6;
|
||||
case Format.Astc8x8Srgb:
|
||||
case Format.Astc8x8Unorm:
|
||||
return FormatClass.Astc8x8;
|
||||
case Format.Astc10x5Srgb:
|
||||
case Format.Astc10x5Unorm:
|
||||
return FormatClass.Astc10x5;
|
||||
case Format.Astc10x6Srgb:
|
||||
case Format.Astc10x6Unorm:
|
||||
return FormatClass.Astc10x6;
|
||||
case Format.Astc10x8Srgb:
|
||||
case Format.Astc10x8Unorm:
|
||||
return FormatClass.Astc10x8;
|
||||
case Format.Astc10x10Srgb:
|
||||
case Format.Astc10x10Unorm:
|
||||
return FormatClass.Astc10x10;
|
||||
case Format.Astc12x10Srgb:
|
||||
case Format.Astc12x10Unorm:
|
||||
return FormatClass.Astc12x10;
|
||||
case Format.Astc12x12Srgb:
|
||||
case Format.Astc12x12Unorm:
|
||||
return FormatClass.Astc12x12;
|
||||
}
|
||||
|
||||
return FormatClass.Unclassified;
|
||||
}
|
||||
}
|
||||
}
|
43
src/Ryujinx.Graphics.Gpu/Image/TextureComponent.cs
Normal file
43
src/Ryujinx.Graphics.Gpu/Image/TextureComponent.cs
Normal file
|
@ -0,0 +1,43 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture swizzle color component.
|
||||
/// </summary>
|
||||
enum TextureComponent
|
||||
{
|
||||
Zero = 0,
|
||||
Red = 2,
|
||||
Green = 3,
|
||||
Blue = 4,
|
||||
Alpha = 5,
|
||||
OneSI = 6,
|
||||
OneF = 7
|
||||
}
|
||||
|
||||
static class TextureComponentConverter
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts the texture swizzle color component enum to the respective Graphics Abstraction Layer enum.
|
||||
/// </summary>
|
||||
/// <param name="component">Texture swizzle color component</param>
|
||||
/// <returns>Converted enum</returns>
|
||||
public static SwizzleComponent Convert(this TextureComponent component)
|
||||
{
|
||||
switch (component)
|
||||
{
|
||||
case TextureComponent.Zero: return SwizzleComponent.Zero;
|
||||
case TextureComponent.Red: return SwizzleComponent.Red;
|
||||
case TextureComponent.Green: return SwizzleComponent.Green;
|
||||
case TextureComponent.Blue: return SwizzleComponent.Blue;
|
||||
case TextureComponent.Alpha: return SwizzleComponent.Alpha;
|
||||
case TextureComponent.OneSI:
|
||||
case TextureComponent.OneF:
|
||||
return SwizzleComponent.One;
|
||||
}
|
||||
|
||||
return SwizzleComponent.Zero;
|
||||
}
|
||||
}
|
||||
}
|
37
src/Ryujinx.Graphics.Gpu/Image/TextureDependency.cs
Normal file
37
src/Ryujinx.Graphics.Gpu/Image/TextureDependency.cs
Normal file
|
@ -0,0 +1,37 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// One side of a two-way dependency between one texture view and another.
|
||||
/// Contains a reference to the handle owning the dependency, and the other dependency.
|
||||
/// </summary>
|
||||
class TextureDependency
|
||||
{
|
||||
/// <summary>
|
||||
/// The handle that owns this dependency.
|
||||
/// </summary>
|
||||
public TextureGroupHandle Handle;
|
||||
|
||||
/// <summary>
|
||||
/// The other dependency linked to this one, which belongs to another handle.
|
||||
/// </summary>
|
||||
public TextureDependency Other;
|
||||
|
||||
/// <summary>
|
||||
/// Create a new texture dependency.
|
||||
/// </summary>
|
||||
/// <param name="handle">The handle that owns the dependency</param>
|
||||
public TextureDependency(TextureGroupHandle handle)
|
||||
{
|
||||
Handle = handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal that the owner of this dependency has been modified,
|
||||
/// meaning that the other dependency's handle must defer a copy from it.
|
||||
/// </summary>
|
||||
public void SignalModified()
|
||||
{
|
||||
Other.Handle.DeferCopy(Handle);
|
||||
}
|
||||
}
|
||||
}
|
273
src/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs
Normal file
273
src/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs
Normal file
|
@ -0,0 +1,273 @@
|
|||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.Intrinsics;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Maxwell texture descriptor, as stored on the GPU texture pool memory region.
|
||||
/// </summary>
|
||||
struct TextureDescriptor : ITextureDescriptor, IEquatable<TextureDescriptor>
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint Word0;
|
||||
public uint Word1;
|
||||
public uint Word2;
|
||||
public uint Word3;
|
||||
public uint Word4;
|
||||
public uint Word5;
|
||||
public uint Word6;
|
||||
public uint Word7;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks Maxwell texture format integer.
|
||||
/// </summary>
|
||||
/// <returns>The texture format integer</returns>
|
||||
public uint UnpackFormat()
|
||||
{
|
||||
return Word0 & 0x8007ffff;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the swizzle component for the texture red color channel.
|
||||
/// </summary>
|
||||
/// <returns>The swizzle component</returns>
|
||||
public TextureComponent UnpackSwizzleR()
|
||||
{
|
||||
return(TextureComponent)((Word0 >> 19) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the swizzle component for the texture green color channel.
|
||||
/// </summary>
|
||||
/// <returns>The swizzle component</returns>
|
||||
public TextureComponent UnpackSwizzleG()
|
||||
{
|
||||
return(TextureComponent)((Word0 >> 22) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the swizzle component for the texture blue color channel.
|
||||
/// </summary>
|
||||
/// <returns>The swizzle component</returns>
|
||||
public TextureComponent UnpackSwizzleB()
|
||||
{
|
||||
return(TextureComponent)((Word0 >> 25) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the swizzle component for the texture alpha color channel.
|
||||
/// </summary>
|
||||
/// <returns>The swizzle component</returns>
|
||||
public TextureComponent UnpackSwizzleA()
|
||||
{
|
||||
return(TextureComponent)((Word0 >> 28) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the 40-bits texture GPU virtual address.
|
||||
/// </summary>
|
||||
/// <returns>The GPU virtual address</returns>
|
||||
public ulong UnpackAddress()
|
||||
{
|
||||
return Word1 | ((ulong)(Word2 & 0xffff) << 32);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks texture descriptor type for this texture descriptor.
|
||||
/// This defines the texture layout, among other things.
|
||||
/// </summary>
|
||||
/// <returns>The texture descriptor type</returns>
|
||||
public TextureDescriptorType UnpackTextureDescriptorType()
|
||||
{
|
||||
return (TextureDescriptorType)((Word2 >> 21) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture stride (bytes per line) for linear textures only.
|
||||
/// Always 32-bytes aligned.
|
||||
/// </summary>
|
||||
/// <returns>The linear texture stride</returns>
|
||||
public int UnpackStride()
|
||||
{
|
||||
return (int)(Word3 & 0xffff) << 5;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the GOB block size in X (width) for block linear textures.
|
||||
/// Must be always 1, ignored by the GPU.
|
||||
/// </summary>
|
||||
/// <returns>THe GOB block X size</returns>
|
||||
public int UnpackGobBlocksInX()
|
||||
{
|
||||
return 1 << (int)(Word3 & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the GOB block size in Y (height) for block linear textures.
|
||||
/// Must be always a power of 2, with a maximum value of 32.
|
||||
/// </summary>
|
||||
/// <returns>THe GOB block Y size</returns>
|
||||
public int UnpackGobBlocksInY()
|
||||
{
|
||||
return 1 << (int)((Word3 >> 3) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the GOB block size in Z (depth) for block linear textures.
|
||||
/// Must be always a power of 2, with a maximum value of 32.
|
||||
/// Must be 1 for any texture target other than 3D textures.
|
||||
/// </summary>
|
||||
/// <returns>The GOB block Z size</returns>
|
||||
public int UnpackGobBlocksInZ()
|
||||
{
|
||||
return 1 << (int)((Word3 >> 6) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Number of GOB blocks per tile in the X direction.
|
||||
/// This is only used for sparse textures, should be 1 otherwise.
|
||||
/// </summary>
|
||||
/// <returns>The number of GOB blocks per tile</returns>
|
||||
public int UnpackGobBlocksInTileX()
|
||||
{
|
||||
return 1 << (int)((Word3 >> 10) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the number of mipmap levels of the texture.
|
||||
/// </summary>
|
||||
/// <returns>The number of mipmap levels</returns>
|
||||
public int UnpackLevels()
|
||||
{
|
||||
return (int)(Word3 >> 28) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpack the base level texture width size.
|
||||
/// </summary>
|
||||
/// <returns>The texture width</returns>
|
||||
public int UnpackWidth()
|
||||
{
|
||||
return (int)(Word4 & 0xffff) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpack the width of a buffer texture.
|
||||
/// </summary>
|
||||
/// <returns>The texture width</returns>
|
||||
public int UnpackBufferTextureWidth()
|
||||
{
|
||||
return (int)((Word4 & 0xffff) | (Word3 << 16)) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture sRGB format flag.
|
||||
/// </summary>
|
||||
/// <returns>True if the texture is sRGB, false otherwise</returns>
|
||||
public bool UnpackSrgb()
|
||||
{
|
||||
return (Word4 & (1 << 22)) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture target.
|
||||
/// </summary>
|
||||
/// <returns>The texture target</returns>
|
||||
public TextureTarget UnpackTextureTarget()
|
||||
{
|
||||
return (TextureTarget)((Word4 >> 23) & 0xf);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpack the base level texture height size, or array layers for 1D array textures.
|
||||
/// Should be ignored for 1D or buffer textures.
|
||||
/// </summary>
|
||||
/// <returns>The texture height or layers count</returns>
|
||||
public int UnpackHeight()
|
||||
{
|
||||
return (int)(Word5 & 0xffff) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpack the base level texture depth size, number of array layers or cubemap faces.
|
||||
/// The meaning of this value depends on the texture target.
|
||||
/// </summary>
|
||||
/// <returns>The texture depth, layer or faces count</returns>
|
||||
public int UnpackDepth()
|
||||
{
|
||||
return (int)((Word5 >> 16) & 0x3fff) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture coordinates normalized flag.
|
||||
/// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader.
|
||||
/// When this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range.
|
||||
/// It must be set to false (by the guest driver) for rectangle textures.
|
||||
/// </summary>
|
||||
/// <returns>The texture coordinates normalized flag</returns>
|
||||
public bool UnpackTextureCoordNormalized()
|
||||
{
|
||||
return (Word5 & (1 << 31)) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the base mipmap level of the texture.
|
||||
/// </summary>
|
||||
/// <returns>The base mipmap level of the texture</returns>
|
||||
public int UnpackBaseLevel()
|
||||
{
|
||||
return (int)(Word7 & 0xf);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the maximum mipmap level (inclusive) of the texture.
|
||||
/// Usually equal to Levels minus 1.
|
||||
/// </summary>
|
||||
/// <returns>The maximum mipmap level (inclusive) of the texture</returns>
|
||||
public int UnpackMaxLevelInclusive()
|
||||
{
|
||||
return (int)((Word7 >> 4) & 0xf);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the multisampled texture samples count in each direction.
|
||||
/// Must be ignored for non-multisample textures.
|
||||
/// </summary>
|
||||
/// <returns>The multisample counts enum</returns>
|
||||
public TextureMsaaMode UnpackTextureMsaaMode()
|
||||
{
|
||||
return (TextureMsaaMode)((Word7 >> 8) & 0xf);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if two descriptors are equal.
|
||||
/// </summary>
|
||||
/// <param name="other">The descriptor to compare against</param>
|
||||
/// <returns>True if they are equal, false otherwise</returns>
|
||||
public bool Equals(ref TextureDescriptor other)
|
||||
{
|
||||
return Unsafe.As<TextureDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<TextureDescriptor, Vector256<byte>>(ref other));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if two descriptors are equal.
|
||||
/// </summary>
|
||||
/// <param name="other">The descriptor to compare against</param>
|
||||
/// <returns>True if they are equal, false otherwise</returns>
|
||||
public bool Equals(TextureDescriptor other)
|
||||
{
|
||||
return Equals(ref other);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a hash code for this descriptor.
|
||||
/// </summary>
|
||||
/// <returns>The hash code for this descriptor.</returns>
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return Unsafe.As<TextureDescriptor, Vector256<byte>>(ref this).GetHashCode();
|
||||
}
|
||||
}
|
||||
}
|
16
src/Ryujinx.Graphics.Gpu/Image/TextureDescriptorType.cs
Normal file
16
src/Ryujinx.Graphics.Gpu/Image/TextureDescriptorType.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// The texture descriptor type.
|
||||
/// This specifies the texture memory layout.
|
||||
/// The texture descriptor structure depends on the type.
|
||||
/// </summary>
|
||||
enum TextureDescriptorType
|
||||
{
|
||||
Buffer,
|
||||
LinearColorKey,
|
||||
Linear,
|
||||
BlockLinear,
|
||||
BlockLinearColorKey
|
||||
}
|
||||
}
|
1611
src/Ryujinx.Graphics.Gpu/Image/TextureGroup.cs
Normal file
1611
src/Ryujinx.Graphics.Gpu/Image/TextureGroup.cs
Normal file
File diff suppressed because it is too large
Load diff
554
src/Ryujinx.Graphics.Gpu/Image/TextureGroupHandle.cs
Normal file
554
src/Ryujinx.Graphics.Gpu/Image/TextureGroupHandle.cs
Normal file
|
@ -0,0 +1,554 @@
|
|||
using Ryujinx.Cpu.Tracking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// A tracking handle for a texture group, which represents a range of views in a storage texture.
|
||||
/// Retains a list of overlapping texture views, a modified flag, and tracking for each
|
||||
/// CPU VA range that the views cover.
|
||||
/// Also tracks copy dependencies for the handle - references to other handles that must be kept
|
||||
/// in sync with this one before use.
|
||||
/// </summary>
|
||||
class TextureGroupHandle : IDisposable
|
||||
{
|
||||
private TextureGroup _group;
|
||||
private int _bindCount;
|
||||
private int _firstLevel;
|
||||
private int _firstLayer;
|
||||
|
||||
// Sync state for texture flush.
|
||||
|
||||
/// <summary>
|
||||
/// The sync number last registered.
|
||||
/// </summary>
|
||||
private ulong _registeredSync;
|
||||
|
||||
/// <summary>
|
||||
/// The sync number when the texture was last modified by GPU.
|
||||
/// </summary>
|
||||
private ulong _modifiedSync;
|
||||
|
||||
/// <summary>
|
||||
/// Whether a tracking action is currently registered or not. (0/1)
|
||||
/// </summary>
|
||||
private int _actionRegistered;
|
||||
|
||||
/// <summary>
|
||||
/// Whether a sync action is currently registered or not.
|
||||
/// </summary>
|
||||
private bool _syncActionRegistered;
|
||||
|
||||
/// <summary>
|
||||
/// The byte offset from the start of the storage of this handle.
|
||||
/// </summary>
|
||||
public int Offset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The size in bytes covered by this handle.
|
||||
/// </summary>
|
||||
public int Size { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The base slice index for this handle.
|
||||
/// </summary>
|
||||
public int BaseSlice { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of slices covered by this handle.
|
||||
/// </summary>
|
||||
public int SliceCount { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The textures which this handle overlaps with.
|
||||
/// </summary>
|
||||
public List<Texture> Overlaps { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The CPU memory tracking handles that cover this handle.
|
||||
/// </summary>
|
||||
public CpuRegionHandle[] Handles { get; }
|
||||
|
||||
/// <summary>
|
||||
/// True if a texture overlapping this handle has been modified. Is set false when the flush action is called.
|
||||
/// </summary>
|
||||
public bool Modified { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Dependencies to handles from other texture groups.
|
||||
/// </summary>
|
||||
public List<TextureDependency> Dependencies { get; }
|
||||
|
||||
/// <summary>
|
||||
/// A flag indicating that a copy is required from one of the dependencies.
|
||||
/// </summary>
|
||||
public bool NeedsCopy => DeferredCopy != null;
|
||||
|
||||
/// <summary>
|
||||
/// A data copy that must be acknowledged the next time this handle is used.
|
||||
/// </summary>
|
||||
public TextureGroupHandle DeferredCopy { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Create a new texture group handle, representing a range of views in a storage texture.
|
||||
/// </summary>
|
||||
/// <param name="group">The TextureGroup that the handle belongs to</param>
|
||||
/// <param name="offset">The byte offset from the start of the storage of the handle</param>
|
||||
/// <param name="size">The size in bytes covered by the handle</param>
|
||||
/// <param name="views">All views of the storage texture, used to calculate overlaps</param>
|
||||
/// <param name="firstLayer">The first layer of this handle in the storage texture</param>
|
||||
/// <param name="firstLevel">The first level of this handle in the storage texture</param>
|
||||
/// <param name="baseSlice">The base slice index of this handle</param>
|
||||
/// <param name="sliceCount">The number of slices this handle covers</param>
|
||||
/// <param name="handles">The memory tracking handles that cover this handle</param>
|
||||
public TextureGroupHandle(TextureGroup group,
|
||||
int offset,
|
||||
ulong size,
|
||||
List<Texture> views,
|
||||
int firstLayer,
|
||||
int firstLevel,
|
||||
int baseSlice,
|
||||
int sliceCount,
|
||||
CpuRegionHandle[] handles)
|
||||
{
|
||||
_group = group;
|
||||
_firstLayer = firstLayer;
|
||||
_firstLevel = firstLevel;
|
||||
|
||||
Offset = offset;
|
||||
Size = (int)size;
|
||||
Overlaps = new List<Texture>();
|
||||
Dependencies = new List<TextureDependency>();
|
||||
|
||||
BaseSlice = baseSlice;
|
||||
SliceCount = sliceCount;
|
||||
|
||||
if (views != null)
|
||||
{
|
||||
RecalculateOverlaps(group, views);
|
||||
}
|
||||
|
||||
Handles = handles;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate a list of which views overlap this handle.
|
||||
/// </summary>
|
||||
/// <param name="group">The parent texture group, used to find a view's base CPU VA offset</param>
|
||||
/// <param name="views">The list of views to search for overlaps</param>
|
||||
public void RecalculateOverlaps(TextureGroup group, List<Texture> views)
|
||||
{
|
||||
// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
|
||||
lock (Overlaps)
|
||||
{
|
||||
int endOffset = Offset + Size;
|
||||
|
||||
Overlaps.Clear();
|
||||
|
||||
foreach (Texture view in views)
|
||||
{
|
||||
int viewOffset = group.FindOffset(view);
|
||||
if (viewOffset < endOffset && Offset < viewOffset + (int)view.Size)
|
||||
{
|
||||
Overlaps.Add(view);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a single texture view as an overlap if its range overlaps.
|
||||
/// </summary>
|
||||
/// <param name="offset">The offset of the view in the group</param>
|
||||
/// <param name="view">The texture to add as an overlap</param>
|
||||
public void AddOverlap(int offset, Texture view)
|
||||
{
|
||||
// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
|
||||
|
||||
if (OverlapsWith(offset, (int)view.Size))
|
||||
{
|
||||
lock (Overlaps)
|
||||
{
|
||||
Overlaps.Add(view);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a single texture view as an overlap if its range overlaps.
|
||||
/// </summary>
|
||||
/// <param name="offset">The offset of the view in the group</param>
|
||||
/// <param name="view">The texture to add as an overlap</param>
|
||||
public void RemoveOverlap(int offset, Texture view)
|
||||
{
|
||||
// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
|
||||
|
||||
if (OverlapsWith(offset, (int)view.Size))
|
||||
{
|
||||
lock (Overlaps)
|
||||
{
|
||||
Overlaps.Remove(view);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers a sync action to happen for this handle, and an interim flush action on the tracking handle.
|
||||
/// </summary>
|
||||
/// <param name="context">The GPU context to register a sync action on</param>
|
||||
private void RegisterSync(GpuContext context)
|
||||
{
|
||||
if (!_syncActionRegistered)
|
||||
{
|
||||
_modifiedSync = context.SyncNumber;
|
||||
context.RegisterSyncAction(SyncAction, true);
|
||||
_syncActionRegistered = true;
|
||||
}
|
||||
|
||||
if (Interlocked.Exchange(ref _actionRegistered, 1) == 0)
|
||||
{
|
||||
_group.RegisterAction(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal that this handle has been modified to any existing dependencies, and set the modified flag.
|
||||
/// </summary>
|
||||
/// <param name="context">The GPU context to register a sync action on</param>
|
||||
public void SignalModified(GpuContext context)
|
||||
{
|
||||
Modified = true;
|
||||
|
||||
// If this handle has any copy dependencies, notify the other handle that a copy needs to be performed.
|
||||
|
||||
foreach (TextureDependency dependency in Dependencies)
|
||||
{
|
||||
dependency.SignalModified();
|
||||
}
|
||||
|
||||
RegisterSync(context);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal that this handle has either started or ended being modified.
|
||||
/// </summary>
|
||||
/// <param name="bound">True if this handle is being bound, false if unbound</param>
|
||||
/// <param name="context">The GPU context to register a sync action on</param>
|
||||
public void SignalModifying(bool bound, GpuContext context)
|
||||
{
|
||||
SignalModified(context);
|
||||
|
||||
// Note: Bind count currently resets to 0 on inherit for safety, as the handle <-> view relationship can change.
|
||||
_bindCount = Math.Max(0, _bindCount + (bound ? 1 : -1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronize dependent textures, if any of them have deferred a copy from this texture.
|
||||
/// </summary>
|
||||
public void SynchronizeDependents()
|
||||
{
|
||||
foreach (TextureDependency dependency in Dependencies)
|
||||
{
|
||||
TextureGroupHandle otherHandle = dependency.Other.Handle;
|
||||
|
||||
if (otherHandle.DeferredCopy == this)
|
||||
{
|
||||
otherHandle._group.Storage.SynchronizeMemory();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wait for the latest sync number that the texture handle was written to,
|
||||
/// removing the modified flag if it was reached, or leaving it set if it has not yet been created.
|
||||
/// </summary>
|
||||
/// <param name="context">The GPU context used to wait for sync</param>
|
||||
public void Sync(GpuContext context)
|
||||
{
|
||||
ulong registeredSync = _registeredSync;
|
||||
long diff = (long)(context.SyncNumber - registeredSync);
|
||||
|
||||
if (diff > 0)
|
||||
{
|
||||
context.Renderer.WaitSync(registeredSync);
|
||||
|
||||
if ((long)(_modifiedSync - registeredSync) > 0)
|
||||
{
|
||||
// Flush the data in a previous state. Do not remove the modified flag - it will be removed to ignore following writes.
|
||||
return;
|
||||
}
|
||||
|
||||
Modified = false;
|
||||
}
|
||||
|
||||
// If the difference is <= 0, no data is not ready yet. Flush any data we can without waiting or removing modified flag.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the action registered variable, indicating that the tracking action should be
|
||||
/// re-registered on the next modification.
|
||||
/// </summary>
|
||||
public void ClearActionRegistered()
|
||||
{
|
||||
Interlocked.Exchange(ref _actionRegistered, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Action to perform when a sync number is registered after modification.
|
||||
/// This action will register a read tracking action on the memory tracking handle so that a flush from CPU can happen.
|
||||
/// </summary>
|
||||
private void SyncAction()
|
||||
{
|
||||
// The storage will need to signal modified again to update the sync number in future.
|
||||
_group.Storage.SignalModifiedDirty();
|
||||
|
||||
lock (Overlaps)
|
||||
{
|
||||
foreach (Texture texture in Overlaps)
|
||||
{
|
||||
texture.SignalModifiedDirty();
|
||||
}
|
||||
}
|
||||
|
||||
// Register region tracking for CPU? (again)
|
||||
_registeredSync = _modifiedSync;
|
||||
_syncActionRegistered = false;
|
||||
|
||||
if (Interlocked.Exchange(ref _actionRegistered, 1) == 0)
|
||||
{
|
||||
_group.RegisterAction(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal that a copy dependent texture has been modified, and must have its data copied to this one.
|
||||
/// </summary>
|
||||
/// <param name="copyFrom">The texture handle that must defer a copy to this one</param>
|
||||
public void DeferCopy(TextureGroupHandle copyFrom)
|
||||
{
|
||||
Modified = false;
|
||||
|
||||
DeferredCopy = copyFrom;
|
||||
|
||||
_group.Storage.SignalGroupDirty();
|
||||
|
||||
foreach (Texture overlap in Overlaps)
|
||||
{
|
||||
overlap.SignalGroupDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a copy dependency between this handle, and another.
|
||||
/// </summary>
|
||||
/// <param name="other">The handle to create a copy dependency to</param>
|
||||
/// <param name="copyToOther">True if a copy should be deferred to all of the other handle's dependencies</param>
|
||||
public void CreateCopyDependency(TextureGroupHandle other, bool copyToOther = false)
|
||||
{
|
||||
// Does this dependency already exist?
|
||||
foreach (TextureDependency existing in Dependencies)
|
||||
{
|
||||
if (existing.Other.Handle == other)
|
||||
{
|
||||
// Do not need to create it again. May need to set the dirty flag.
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
_group.HasCopyDependencies = true;
|
||||
other._group.HasCopyDependencies = true;
|
||||
|
||||
TextureDependency dependency = new TextureDependency(this);
|
||||
TextureDependency otherDependency = new TextureDependency(other);
|
||||
|
||||
dependency.Other = otherDependency;
|
||||
otherDependency.Other = dependency;
|
||||
|
||||
Dependencies.Add(dependency);
|
||||
other.Dependencies.Add(otherDependency);
|
||||
|
||||
// Recursively create dependency:
|
||||
// All of this handle's dependencies must depend on the other.
|
||||
foreach (TextureDependency existing in Dependencies.ToArray())
|
||||
{
|
||||
if (existing != dependency && existing.Other.Handle != other)
|
||||
{
|
||||
existing.Other.Handle.CreateCopyDependency(other);
|
||||
}
|
||||
}
|
||||
|
||||
// All of the other handle's dependencies must depend on this.
|
||||
foreach (TextureDependency existing in other.Dependencies.ToArray())
|
||||
{
|
||||
if (existing != otherDependency && existing.Other.Handle != this)
|
||||
{
|
||||
existing.Other.Handle.CreateCopyDependency(this);
|
||||
|
||||
if (copyToOther)
|
||||
{
|
||||
existing.Other.Handle.DeferCopy(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a dependency from this handle's dependency list.
|
||||
/// </summary>
|
||||
/// <param name="dependency">The dependency to remove</param>
|
||||
public void RemoveDependency(TextureDependency dependency)
|
||||
{
|
||||
Dependencies.Remove(dependency);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if any of this handle's memory tracking handles are dirty.
|
||||
/// </summary>
|
||||
/// <returns>True if at least one of the handles is dirty</returns>
|
||||
private bool CheckDirty()
|
||||
{
|
||||
return Handles.Any(handle => handle.Dirty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Perform a copy from the provided handle to this one, or perform a deferred copy if none is provided.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context to register sync for modified handles</param>
|
||||
/// <param name="fromHandle">The handle to copy from. If not provided, this method will copy from and clear the deferred copy instead</param>
|
||||
/// <returns>True if the copy was performed, false otherwise</returns>
|
||||
public bool Copy(GpuContext context, TextureGroupHandle fromHandle = null)
|
||||
{
|
||||
bool result = false;
|
||||
bool shouldCopy = false;
|
||||
|
||||
if (fromHandle == null)
|
||||
{
|
||||
fromHandle = DeferredCopy;
|
||||
|
||||
if (fromHandle != null)
|
||||
{
|
||||
// Only copy if the copy texture is still modified.
|
||||
// It will be set as unmodified if new data is written from CPU, as the data previously in the texture will flush.
|
||||
// It will also set as unmodified if a copy is deferred to it.
|
||||
|
||||
shouldCopy = fromHandle.Modified;
|
||||
|
||||
if (fromHandle._bindCount == 0)
|
||||
{
|
||||
// Repeat the copy in future if the bind count is greater than 0.
|
||||
DeferredCopy = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Copies happen directly when initializing a copy dependency.
|
||||
// If dirty, do not copy. Its data no longer matters, and this handle should also be dirty.
|
||||
// Also, only direct copy if the data in this handle is not already modified (can be set by copies from modified handles).
|
||||
shouldCopy = !fromHandle.CheckDirty() && (fromHandle.Modified || !Modified);
|
||||
}
|
||||
|
||||
if (shouldCopy)
|
||||
{
|
||||
Texture from = fromHandle._group.Storage;
|
||||
Texture to = _group.Storage;
|
||||
|
||||
if (from.ScaleFactor != to.ScaleFactor)
|
||||
{
|
||||
to.PropagateScale(from);
|
||||
}
|
||||
|
||||
from.HostTexture.CopyTo(
|
||||
to.HostTexture,
|
||||
fromHandle._firstLayer,
|
||||
_firstLayer,
|
||||
fromHandle._firstLevel,
|
||||
_firstLevel);
|
||||
|
||||
if (fromHandle.Modified)
|
||||
{
|
||||
Modified = true;
|
||||
|
||||
RegisterSync(context);
|
||||
}
|
||||
|
||||
result = true;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this handle has a dependency to a given texture group.
|
||||
/// </summary>
|
||||
/// <param name="group">The texture group to check for</param>
|
||||
/// <returns>True if there is a dependency, false otherwise</returns>
|
||||
public bool HasDependencyTo(TextureGroup group)
|
||||
{
|
||||
foreach (TextureDependency dep in Dependencies)
|
||||
{
|
||||
if (dep.Other.Handle._group == group)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inherit modified flags and dependencies from another texture handle.
|
||||
/// </summary>
|
||||
/// <param name="old">The texture handle to inherit from</param>
|
||||
/// <param name="withCopies">Whether the handle should inherit copy dependencies or not</param>
|
||||
public void Inherit(TextureGroupHandle old, bool withCopies)
|
||||
{
|
||||
Modified |= old.Modified;
|
||||
|
||||
if (withCopies)
|
||||
{
|
||||
foreach (TextureDependency dependency in old.Dependencies.ToArray())
|
||||
{
|
||||
CreateCopyDependency(dependency.Other.Handle);
|
||||
|
||||
if (dependency.Other.Handle.DeferredCopy == old)
|
||||
{
|
||||
dependency.Other.Handle.DeferredCopy = this;
|
||||
}
|
||||
}
|
||||
|
||||
DeferredCopy = old.DeferredCopy;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this region overlaps with another.
|
||||
/// </summary>
|
||||
/// <param name="address">Base address</param>
|
||||
/// <param name="size">Size of the region</param>
|
||||
/// <returns>True if overlapping, false otherwise</returns>
|
||||
public bool OverlapsWith(int offset, int size)
|
||||
{
|
||||
return Offset < offset + size && offset < Offset + Size;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Dispose this texture group handle, removing all its dependencies and disposing its memory tracking handles.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (CpuRegionHandle handle in Handles)
|
||||
{
|
||||
handle.Dispose();
|
||||
}
|
||||
|
||||
foreach (TextureDependency dependency in Dependencies.ToArray())
|
||||
{
|
||||
dependency.Other.Handle.RemoveDependency(dependency.Other);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
381
src/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs
Normal file
381
src/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs
Normal file
|
@ -0,0 +1,381 @@
|
|||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Texture;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture information.
|
||||
/// </summary>
|
||||
readonly struct TextureInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Address of the texture in GPU mapped memory.
|
||||
/// </summary>
|
||||
public ulong GpuAddress { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The width of the texture.
|
||||
/// </summary>
|
||||
public int Width { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The height of the texture, or layers count for 1D array textures.
|
||||
/// </summary>
|
||||
public int Height { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The depth of the texture (for 3D textures), or layers count for array textures.
|
||||
/// </summary>
|
||||
public int DepthOrLayers { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of mipmap levels of the texture.
|
||||
/// </summary>
|
||||
public int Levels { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of samples in the X direction for multisampled textures.
|
||||
/// </summary>
|
||||
public int SamplesInX { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of samples in the Y direction for multisampled textures.
|
||||
/// </summary>
|
||||
public int SamplesInY { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of bytes per line for linear textures.
|
||||
/// </summary>
|
||||
public int Stride { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whenever or not the texture is a linear texture.
|
||||
/// </summary>
|
||||
public bool IsLinear { get; }
|
||||
|
||||
/// <summary>
|
||||
/// GOB blocks in the Y direction, for block linear textures.
|
||||
/// </summary>
|
||||
public int GobBlocksInY { get; }
|
||||
|
||||
/// <summary>
|
||||
/// GOB blocks in the Z direction, for block linear textures.
|
||||
/// </summary>
|
||||
public int GobBlocksInZ { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of GOB blocks per tile in the X direction, for block linear textures.
|
||||
/// </summary>
|
||||
public int GobBlocksInTileX { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Total number of samples for multisampled textures.
|
||||
/// </summary>
|
||||
public int Samples => SamplesInX * SamplesInY;
|
||||
|
||||
/// <summary>
|
||||
/// Texture target type.
|
||||
/// </summary>
|
||||
public Target Target { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture format information.
|
||||
/// </summary>
|
||||
public FormatInfo FormatInfo { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
|
||||
/// for depth-stencil texture formats.
|
||||
/// </summary>
|
||||
public DepthStencilMode DepthStencilMode { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture swizzle for the red color channel.
|
||||
/// </summary>
|
||||
public SwizzleComponent SwizzleR { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture swizzle for the green color channel.
|
||||
/// </summary>
|
||||
public SwizzleComponent SwizzleG { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture swizzle for the blue color channel.
|
||||
/// </summary>
|
||||
public SwizzleComponent SwizzleB { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture swizzle for the alpha color channel.
|
||||
/// </summary>
|
||||
public SwizzleComponent SwizzleA { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs the texture information structure.
|
||||
/// </summary>
|
||||
/// <param name="gpuAddress">The GPU address of the texture</param>
|
||||
/// <param name="width">The width of the texture</param>
|
||||
/// <param name="height">The height or the texture</param>
|
||||
/// <param name="depthOrLayers">The depth or layers count of the texture</param>
|
||||
/// <param name="levels">The amount of mipmap levels of the texture</param>
|
||||
/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
|
||||
/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
|
||||
/// <param name="stride">The stride for linear textures</param>
|
||||
/// <param name="isLinear">Whenever the texture is linear or block linear</param>
|
||||
/// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
|
||||
/// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
|
||||
/// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
|
||||
/// <param name="target">Texture target type</param>
|
||||
/// <param name="formatInfo">Texture format information</param>
|
||||
/// <param name="depthStencilMode">Depth-stencil mode</param>
|
||||
/// <param name="swizzleR">Swizzle for the red color channel</param>
|
||||
/// <param name="swizzleG">Swizzle for the green color channel</param>
|
||||
/// <param name="swizzleB">Swizzle for the blue color channel</param>
|
||||
/// <param name="swizzleA">Swizzle for the alpha color channel</param>
|
||||
public TextureInfo(
|
||||
ulong gpuAddress,
|
||||
int width,
|
||||
int height,
|
||||
int depthOrLayers,
|
||||
int levels,
|
||||
int samplesInX,
|
||||
int samplesInY,
|
||||
int stride,
|
||||
bool isLinear,
|
||||
int gobBlocksInY,
|
||||
int gobBlocksInZ,
|
||||
int gobBlocksInTileX,
|
||||
Target target,
|
||||
FormatInfo formatInfo,
|
||||
DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
|
||||
SwizzleComponent swizzleR = SwizzleComponent.Red,
|
||||
SwizzleComponent swizzleG = SwizzleComponent.Green,
|
||||
SwizzleComponent swizzleB = SwizzleComponent.Blue,
|
||||
SwizzleComponent swizzleA = SwizzleComponent.Alpha)
|
||||
{
|
||||
GpuAddress = gpuAddress;
|
||||
Width = width;
|
||||
Height = height;
|
||||
DepthOrLayers = depthOrLayers;
|
||||
Levels = levels;
|
||||
SamplesInX = samplesInX;
|
||||
SamplesInY = samplesInY;
|
||||
Stride = stride;
|
||||
IsLinear = isLinear;
|
||||
GobBlocksInY = gobBlocksInY;
|
||||
GobBlocksInZ = gobBlocksInZ;
|
||||
GobBlocksInTileX = gobBlocksInTileX;
|
||||
Target = target;
|
||||
FormatInfo = formatInfo;
|
||||
DepthStencilMode = depthStencilMode;
|
||||
SwizzleR = swizzleR;
|
||||
SwizzleG = swizzleG;
|
||||
SwizzleB = swizzleB;
|
||||
SwizzleA = swizzleA;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the real texture depth.
|
||||
/// Returns 1 for any target other than 3D textures.
|
||||
/// </summary>
|
||||
/// <returns>Texture depth</returns>
|
||||
public int GetDepth()
|
||||
{
|
||||
return GetDepth(Target, DepthOrLayers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the real texture depth.
|
||||
/// Returns 1 for any target other than 3D textures.
|
||||
/// </summary>
|
||||
/// <param name="target">Texture target</param>
|
||||
/// <param name="depthOrLayers">Texture depth if the texture is 3D, otherwise ignored</param>
|
||||
/// <returns>Texture depth</returns>
|
||||
public static int GetDepth(Target target, int depthOrLayers)
|
||||
{
|
||||
return target == Target.Texture3D ? depthOrLayers : 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of layers of the texture.
|
||||
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
|
||||
/// </summary>
|
||||
/// <returns>The number of texture layers</returns>
|
||||
public int GetLayers()
|
||||
{
|
||||
return GetLayers(Target, DepthOrLayers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of layers of the texture.
|
||||
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
|
||||
/// </summary>
|
||||
/// <param name="target">Texture target</param>
|
||||
/// <param name="depthOrLayers">Texture layers if the is a array texture, ignored otherwise</param>
|
||||
/// <returns>The number of texture layers</returns>
|
||||
public static int GetLayers(Target target, int depthOrLayers)
|
||||
{
|
||||
if (target == Target.Texture2DArray || target == Target.Texture2DMultisampleArray)
|
||||
{
|
||||
return depthOrLayers;
|
||||
}
|
||||
else if (target == Target.CubemapArray)
|
||||
{
|
||||
return depthOrLayers * 6;
|
||||
}
|
||||
else if (target == Target.Cubemap)
|
||||
{
|
||||
return 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of 2D slices of the texture.
|
||||
/// Returns 6 for cubemap textures, layer faces for cubemap array textures, and DepthOrLayers for everything else.
|
||||
/// </summary>
|
||||
/// <returns>The number of texture slices</returns>
|
||||
public int GetSlices()
|
||||
{
|
||||
if (Target == Target.Texture3D || Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
|
||||
{
|
||||
return DepthOrLayers;
|
||||
}
|
||||
else if (Target == Target.CubemapArray)
|
||||
{
|
||||
return DepthOrLayers * 6;
|
||||
}
|
||||
else if (Target == Target.Cubemap)
|
||||
{
|
||||
return 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the size information from the texture information.
|
||||
/// </summary>
|
||||
/// <param name="layerSize">Optional size of each texture layer in bytes</param>
|
||||
/// <returns>Texture size information</returns>
|
||||
public SizeInfo CalculateSizeInfo(int layerSize = 0)
|
||||
{
|
||||
if (Target == Target.TextureBuffer)
|
||||
{
|
||||
return new SizeInfo(Width * FormatInfo.BytesPerPixel);
|
||||
}
|
||||
else if (IsLinear)
|
||||
{
|
||||
return SizeCalculator.GetLinearTextureSize(
|
||||
Stride,
|
||||
Height,
|
||||
FormatInfo.BlockHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
return SizeCalculator.GetBlockLinearTextureSize(
|
||||
Width,
|
||||
Height,
|
||||
GetDepth(),
|
||||
Levels,
|
||||
GetLayers(),
|
||||
FormatInfo.BlockWidth,
|
||||
FormatInfo.BlockHeight,
|
||||
FormatInfo.BytesPerPixel,
|
||||
GobBlocksInY,
|
||||
GobBlocksInZ,
|
||||
GobBlocksInTileX,
|
||||
layerSize);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates texture information for a given mipmap level of the specified parent texture and this information.
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent texture</param>
|
||||
/// <param name="firstLevel">The first level of the texture view</param>
|
||||
/// <returns>The adjusted texture information with the new size</returns>
|
||||
public TextureInfo CreateInfoForLevelView(Texture parent, int firstLevel)
|
||||
{
|
||||
// When the texture is used as view of another texture, we must
|
||||
// ensure that the sizes are valid, otherwise data uploads would fail
|
||||
// (and the size wouldn't match the real size used on the host API).
|
||||
// Given a parent texture from where the view is created, we have the
|
||||
// following rules:
|
||||
// - The view size must be equal to the parent size, divided by (2 ^ l),
|
||||
// where l is the first mipmap level of the view. The division result must
|
||||
// be rounded down, and the result must be clamped to 1.
|
||||
// - If the parent format is compressed, and the view format isn't, the
|
||||
// view size is calculated as above, but the width and height of the
|
||||
// view must be also divided by the compressed format block width and height.
|
||||
// - If the parent format is not compressed, and the view is, the view
|
||||
// size is calculated as described on the first point, but the width and height
|
||||
// of the view must be also multiplied by the block width and height.
|
||||
int width = Math.Max(1, parent.Info.Width >> firstLevel);
|
||||
int height = Math.Max(1, parent.Info.Height >> firstLevel);
|
||||
|
||||
if (parent.Info.FormatInfo.IsCompressed && !FormatInfo.IsCompressed)
|
||||
{
|
||||
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
|
||||
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
|
||||
}
|
||||
else if (!parent.Info.FormatInfo.IsCompressed && FormatInfo.IsCompressed)
|
||||
{
|
||||
width *= FormatInfo.BlockWidth;
|
||||
height *= FormatInfo.BlockHeight;
|
||||
}
|
||||
|
||||
int depthOrLayers;
|
||||
|
||||
if (Target == Target.Texture3D)
|
||||
{
|
||||
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
|
||||
}
|
||||
else
|
||||
{
|
||||
depthOrLayers = DepthOrLayers;
|
||||
}
|
||||
|
||||
// 2D and 2D multisample textures are not considered compatible.
|
||||
// This specific case is required for copies, where the source texture might be multisample.
|
||||
// In this case, we inherit the parent texture multisample state.
|
||||
Target target = Target;
|
||||
int samplesInX = SamplesInX;
|
||||
int samplesInY = SamplesInY;
|
||||
|
||||
if (target == Target.Texture2D && parent.Target == Target.Texture2DMultisample)
|
||||
{
|
||||
target = Target.Texture2DMultisample;
|
||||
samplesInX = parent.Info.SamplesInX;
|
||||
samplesInY = parent.Info.SamplesInY;
|
||||
}
|
||||
|
||||
return new TextureInfo(
|
||||
GpuAddress,
|
||||
width,
|
||||
height,
|
||||
depthOrLayers,
|
||||
Levels,
|
||||
samplesInX,
|
||||
samplesInY,
|
||||
Stride,
|
||||
IsLinear,
|
||||
GobBlocksInY,
|
||||
GobBlocksInZ,
|
||||
GobBlocksInTileX,
|
||||
target,
|
||||
FormatInfo,
|
||||
DepthStencilMode,
|
||||
SwizzleR,
|
||||
SwizzleG,
|
||||
SwizzleB,
|
||||
SwizzleA);
|
||||
}
|
||||
}
|
||||
}
|
498
src/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
Normal file
498
src/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
Normal file
|
@ -0,0 +1,498 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture manager.
|
||||
/// </summary>
|
||||
class TextureManager : IDisposable
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly GpuChannel _channel;
|
||||
|
||||
private readonly TextureBindingsManager _cpBindingsManager;
|
||||
private readonly TextureBindingsManager _gpBindingsManager;
|
||||
private readonly TexturePoolCache _texturePoolCache;
|
||||
private readonly SamplerPoolCache _samplerPoolCache;
|
||||
|
||||
private readonly Texture[] _rtColors;
|
||||
private readonly ITexture[] _rtHostColors;
|
||||
private Texture _rtDepthStencil;
|
||||
private ITexture _rtHostDs;
|
||||
|
||||
public int ClipRegionWidth { get; private set; }
|
||||
public int ClipRegionHeight { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The scaling factor applied to all currently bound render targets.
|
||||
/// </summary>
|
||||
public float RenderTargetScale { get; private set; } = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the texture manager.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the texture manager belongs to</param>
|
||||
/// <param name="channel">GPU channel that the texture manager belongs to</param>
|
||||
public TextureManager(GpuContext context, GpuChannel channel)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
|
||||
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
|
||||
SamplerPoolCache samplerPoolCache = new SamplerPoolCache(context);
|
||||
|
||||
float[] scales = new float[64];
|
||||
new Span<float>(scales).Fill(1f);
|
||||
|
||||
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, samplerPoolCache, scales, isCompute: true);
|
||||
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, samplerPoolCache, scales, isCompute: false);
|
||||
_texturePoolCache = texturePoolCache;
|
||||
_samplerPoolCache = samplerPoolCache;
|
||||
|
||||
_rtColors = new Texture[Constants.TotalRenderTargets];
|
||||
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture and image bindings for the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="bindings">Bindings for the active shader</param>
|
||||
public void SetComputeBindings(CachedShaderBindings bindings)
|
||||
{
|
||||
_cpBindingsManager.SetBindings(bindings);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture and image bindings for the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="bindings">Bindings for the active shader</param>
|
||||
public void SetGraphicsBindings(CachedShaderBindings bindings)
|
||||
{
|
||||
_gpBindingsManager.SetBindings(bindings);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture constant buffer index on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="index">The texture constant buffer index</param>
|
||||
public void SetComputeTextureBufferIndex(int index)
|
||||
{
|
||||
_cpBindingsManager.SetTextureBufferIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture constant buffer index on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="index">The texture constant buffer index</param>
|
||||
public void SetGraphicsTextureBufferIndex(int index)
|
||||
{
|
||||
_gpBindingsManager.SetTextureBufferIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current sampler pool on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
|
||||
/// <param name="maximumId">The maximum ID of the sampler pool</param>
|
||||
/// <param name="samplerIndex">The indexing type of the sampler pool</param>
|
||||
public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
|
||||
{
|
||||
_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current sampler pool on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
|
||||
/// <param name="maximumId">The maximum ID of the sampler pool</param>
|
||||
/// <param name="samplerIndex">The indexing type of the sampler pool</param>
|
||||
public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
|
||||
{
|
||||
_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current texture pool on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
|
||||
/// <param name="maximumId">The maximum ID of the texture pool</param>
|
||||
public void SetComputeTexturePool(ulong gpuVa, int maximumId)
|
||||
{
|
||||
_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current texture pool on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
|
||||
/// <param name="maximumId">The maximum ID of the texture pool</param>
|
||||
public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
|
||||
{
|
||||
_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a texture's scale must be updated to match the configured resolution scale.
|
||||
/// </summary>
|
||||
/// <param name="texture">The texture to check</param>
|
||||
/// <returns>True if the scale needs updating, false if the scale is up to date</returns>
|
||||
private bool ScaleNeedsUpdated(Texture texture)
|
||||
{
|
||||
return texture != null && !(texture.ScaleMode == TextureScaleMode.Blacklisted || texture.ScaleMode == TextureScaleMode.Undesired) && texture.ScaleFactor != GraphicsConfig.ResScale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the render target color buffer.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the color buffer to set (up to 8)</param>
|
||||
/// <param name="color">The color buffer texture</param>
|
||||
/// <returns>True if render target scale must be updated.</returns>
|
||||
public bool SetRenderTargetColor(int index, Texture color)
|
||||
{
|
||||
bool hasValue = color != null;
|
||||
bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
|
||||
|
||||
if (_rtColors[index] != color)
|
||||
{
|
||||
_rtColors[index]?.SignalModifying(false);
|
||||
|
||||
if (color != null)
|
||||
{
|
||||
color.SynchronizeMemory();
|
||||
color.SignalModifying(true);
|
||||
}
|
||||
|
||||
_rtColors[index] = color;
|
||||
}
|
||||
|
||||
return changesScale || ScaleNeedsUpdated(color);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the render target depth-stencil buffer.
|
||||
/// </summary>
|
||||
/// <param name="depthStencil">The depth-stencil buffer texture</param>
|
||||
/// <returns>True if render target scale must be updated.</returns>
|
||||
public bool SetRenderTargetDepthStencil(Texture depthStencil)
|
||||
{
|
||||
bool hasValue = depthStencil != null;
|
||||
bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
|
||||
|
||||
if (_rtDepthStencil != depthStencil)
|
||||
{
|
||||
_rtDepthStencil?.SignalModifying(false);
|
||||
|
||||
if (depthStencil != null)
|
||||
{
|
||||
depthStencil.SynchronizeMemory();
|
||||
depthStencil.SignalModifying(true);
|
||||
}
|
||||
|
||||
_rtDepthStencil = depthStencil;
|
||||
}
|
||||
|
||||
return changesScale || ScaleNeedsUpdated(depthStencil);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the host clip region, which should be the intersection of all render target texture sizes.
|
||||
/// </summary>
|
||||
/// <param name="width">Width of the clip region, defined as the minimum width across all bound textures</param>
|
||||
/// <param name="height">Height of the clip region, defined as the minimum height across all bound textures</param>
|
||||
public void SetClipRegion(int width, int height)
|
||||
{
|
||||
ClipRegionWidth = width;
|
||||
ClipRegionHeight = height;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the first available bound colour target, or the depth stencil target if not present.
|
||||
/// </summary>
|
||||
/// <returns>The first bound colour target, otherwise the depth stencil target</returns>
|
||||
public Texture GetAnyRenderTarget()
|
||||
{
|
||||
return _rtColors[0] ?? _rtDepthStencil;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the Render Target scale, given the currently bound render targets.
|
||||
/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
|
||||
/// and propagate blacklisted status from one texture to the ones bound with it.
|
||||
/// </summary>
|
||||
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
|
||||
public void UpdateRenderTargetScale(int singleUse)
|
||||
{
|
||||
// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
|
||||
bool mismatch = false;
|
||||
bool blacklisted = false;
|
||||
bool hasUpscaled = false;
|
||||
bool hasUndesired = false;
|
||||
float targetScale = GraphicsConfig.ResScale;
|
||||
|
||||
void ConsiderTarget(Texture target)
|
||||
{
|
||||
if (target == null) return;
|
||||
float scale = target.ScaleFactor;
|
||||
|
||||
switch (target.ScaleMode)
|
||||
{
|
||||
case TextureScaleMode.Blacklisted:
|
||||
mismatch |= scale != 1f;
|
||||
blacklisted = true;
|
||||
break;
|
||||
case TextureScaleMode.Eligible:
|
||||
mismatch = true; // We must make a decision.
|
||||
break;
|
||||
case TextureScaleMode.Undesired:
|
||||
hasUndesired = true;
|
||||
mismatch |= scale != 1f || hasUpscaled; // If another target is upscaled, scale this one up too.
|
||||
break;
|
||||
case TextureScaleMode.Scaled:
|
||||
hasUpscaled = true;
|
||||
mismatch |= hasUndesired || scale != targetScale; // If the target scale has changed, reset the scale for all targets.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (singleUse != -1)
|
||||
{
|
||||
// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
|
||||
ConsiderTarget(_rtColors[singleUse]);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Texture color in _rtColors)
|
||||
{
|
||||
ConsiderTarget(color);
|
||||
}
|
||||
}
|
||||
|
||||
ConsiderTarget(_rtDepthStencil);
|
||||
|
||||
mismatch |= blacklisted && hasUpscaled;
|
||||
|
||||
if (blacklisted || (hasUndesired && !hasUpscaled))
|
||||
{
|
||||
targetScale = 1f;
|
||||
}
|
||||
|
||||
if (mismatch)
|
||||
{
|
||||
if (blacklisted)
|
||||
{
|
||||
// Propagate the blacklisted state to the other textures.
|
||||
foreach (Texture color in _rtColors)
|
||||
{
|
||||
color?.BlacklistScale();
|
||||
}
|
||||
|
||||
_rtDepthStencil?.BlacklistScale();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set the scale of the other textures.
|
||||
foreach (Texture color in _rtColors)
|
||||
{
|
||||
color?.SetScale(targetScale);
|
||||
}
|
||||
|
||||
_rtDepthStencil?.SetScale(targetScale);
|
||||
}
|
||||
}
|
||||
|
||||
RenderTargetScale = targetScale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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) GetGraphicsTextureAndSampler(int textureId, int samplerId)
|
||||
{
|
||||
return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commits bindings on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
|
||||
public bool CommitComputeBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
// Every time we switch between graphics and compute work,
|
||||
// we must rebind everything.
|
||||
// Since compute work happens less often, we always do that
|
||||
// before and after the compute dispatch.
|
||||
|
||||
_texturePoolCache.Tick();
|
||||
_samplerPoolCache.Tick();
|
||||
|
||||
_cpBindingsManager.Rebind();
|
||||
bool result = _cpBindingsManager.CommitBindings(specState);
|
||||
_gpBindingsManager.Rebind();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commits bindings on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
|
||||
public bool CommitGraphicsBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
_texturePoolCache.Tick();
|
||||
_samplerPoolCache.Tick();
|
||||
|
||||
bool result = _gpBindingsManager.CommitBindings(specState);
|
||||
|
||||
UpdateRenderTargets();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a texture pool from the cache, with the given address and maximum id.
|
||||
/// </summary>
|
||||
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
|
||||
/// <param name="maximumId">Maximum ID of the texture pool</param>
|
||||
/// <returns>The texture pool</returns>
|
||||
public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
|
||||
{
|
||||
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
||||
|
||||
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
|
||||
|
||||
return texturePool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a texture descriptor used on the compute pipeline.
|
||||
/// </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="handle">Shader "fake" handle of the texture</param>
|
||||
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
|
||||
/// <returns>The texture descriptor</returns>
|
||||
public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot)
|
||||
{
|
||||
return _cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a texture descriptor used on the graphics pipeline.
|
||||
/// </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">Index of the shader stage where the texture is bound</param>
|
||||
/// <param name="handle">Shader "fake" handle of the texture</param>
|
||||
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
|
||||
/// <returns>The texture descriptor</returns>
|
||||
public TextureDescriptor GetGraphicsTextureDescriptor(
|
||||
ulong poolGpuVa,
|
||||
int bufferIndex,
|
||||
int maximumId,
|
||||
int stageIndex,
|
||||
int handle,
|
||||
int cbufSlot)
|
||||
{
|
||||
return _gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update host framebuffer attachments based on currently bound render target buffers.
|
||||
/// </summary>
|
||||
public void UpdateRenderTargets()
|
||||
{
|
||||
bool anyChanged = false;
|
||||
|
||||
if (_rtHostDs != _rtDepthStencil?.HostTexture)
|
||||
{
|
||||
_rtHostDs = _rtDepthStencil?.HostTexture;
|
||||
|
||||
anyChanged = true;
|
||||
}
|
||||
|
||||
for (int index = 0; index < _rtColors.Length; index++)
|
||||
{
|
||||
ITexture hostTexture = _rtColors[index]?.HostTexture;
|
||||
|
||||
if (_rtHostColors[index] != hostTexture)
|
||||
{
|
||||
_rtHostColors[index] = hostTexture;
|
||||
|
||||
anyChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (anyChanged)
|
||||
{
|
||||
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update host framebuffer attachments based on currently bound render target buffers.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// All color attachments will be unbound.
|
||||
/// </remarks>
|
||||
public void UpdateRenderTargetDepthStencil()
|
||||
{
|
||||
new Span<ITexture>(_rtHostColors).Fill(null);
|
||||
_rtHostDs = _rtDepthStencil?.HostTexture;
|
||||
|
||||
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
|
||||
/// </summary>
|
||||
public void ReloadPools()
|
||||
{
|
||||
_cpBindingsManager.ReloadPools();
|
||||
_gpBindingsManager.ReloadPools();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces all textures, samplers, images and render targets to be rebound the next time
|
||||
/// CommitGraphicsBindings is called.
|
||||
/// </summary>
|
||||
public void Rebind()
|
||||
{
|
||||
_gpBindingsManager.Rebind();
|
||||
|
||||
for (int index = 0; index < _rtHostColors.Length; index++)
|
||||
{
|
||||
_rtHostColors[index] = null;
|
||||
}
|
||||
|
||||
_rtHostDs = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disposes the texture manager.
|
||||
/// It's an error to use the texture manager after disposal.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
// Textures are owned by the texture cache, so we shouldn't dispose the texture pool cache.
|
||||
_samplerPoolCache.Dispose();
|
||||
|
||||
for (int i = 0; i < _rtColors.Length; i++)
|
||||
{
|
||||
_rtColors[i]?.DecrementReferenceCount();
|
||||
_rtColors[i] = null;
|
||||
}
|
||||
|
||||
_rtDepthStencil?.DecrementReferenceCount();
|
||||
_rtDepthStencil = null;
|
||||
}
|
||||
}
|
||||
}
|
9
src/Ryujinx.Graphics.Gpu/Image/TextureMatchQuality.cs
Normal file
9
src/Ryujinx.Graphics.Gpu/Image/TextureMatchQuality.cs
Normal file
|
@ -0,0 +1,9 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
enum TextureMatchQuality
|
||||
{
|
||||
NoMatch,
|
||||
FormatAlias,
|
||||
Perfect
|
||||
}
|
||||
}
|
68
src/Ryujinx.Graphics.Gpu/Image/TextureMsaaMode.cs
Normal file
68
src/Ryujinx.Graphics.Gpu/Image/TextureMsaaMode.cs
Normal file
|
@ -0,0 +1,68 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Multisampled texture samples count.
|
||||
/// </summary>
|
||||
enum TextureMsaaMode
|
||||
{
|
||||
Ms1x1 = 0,
|
||||
Ms2x2 = 2,
|
||||
Ms4x2 = 4,
|
||||
Ms2x1 = 5,
|
||||
Ms4x4 = 6
|
||||
}
|
||||
|
||||
static class TextureMsaaModeConverter
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns the total number of samples from the MSAA mode.
|
||||
/// </summary>
|
||||
/// <param name="msaaMode">The MSAA mode</param>
|
||||
/// <returns>The total number of samples</returns>
|
||||
public static int SamplesCount(this TextureMsaaMode msaaMode)
|
||||
{
|
||||
return msaaMode switch
|
||||
{
|
||||
TextureMsaaMode.Ms2x1 => 2,
|
||||
TextureMsaaMode.Ms2x2 => 4,
|
||||
TextureMsaaMode.Ms4x2 => 8,
|
||||
TextureMsaaMode.Ms4x4 => 16,
|
||||
_ => 1
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the number of samples in the X direction from the MSAA mode.
|
||||
/// </summary>
|
||||
/// <param name="msaaMode">The MSAA mode</param>
|
||||
/// <returns>The number of samples in the X direction</returns>
|
||||
public static int SamplesInX(this TextureMsaaMode msaaMode)
|
||||
{
|
||||
return msaaMode switch
|
||||
{
|
||||
TextureMsaaMode.Ms2x1 => 2,
|
||||
TextureMsaaMode.Ms2x2 => 2,
|
||||
TextureMsaaMode.Ms4x2 => 4,
|
||||
TextureMsaaMode.Ms4x4 => 4,
|
||||
_ => 1
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the number of samples in the Y direction from the MSAA mode.
|
||||
/// </summary>
|
||||
/// <param name="msaaMode">The MSAA mode</param>
|
||||
/// <returns>The number of samples in the Y direction</returns>
|
||||
public static int SamplesInY(this TextureMsaaMode msaaMode)
|
||||
{
|
||||
return msaaMode switch
|
||||
{
|
||||
TextureMsaaMode.Ms2x1 => 1,
|
||||
TextureMsaaMode.Ms2x2 => 2,
|
||||
TextureMsaaMode.Ms4x2 => 2,
|
||||
TextureMsaaMode.Ms4x4 => 4,
|
||||
_ => 1
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
603
src/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
Normal file
603
src/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
Normal file
|
@ -0,0 +1,603 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using Ryujinx.Graphics.Texture;
|
||||
using Ryujinx.Memory.Range;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture pool.
|
||||
/// </summary>
|
||||
class TexturePool : Pool<Texture, TextureDescriptor>, IPool<TexturePool>
|
||||
{
|
||||
/// <summary>
|
||||
/// A request to dereference a texture from a pool.
|
||||
/// </summary>
|
||||
private struct DereferenceRequest
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether the dereference is due to a mapping change or not.
|
||||
/// </summary>
|
||||
public readonly bool IsRemapped;
|
||||
|
||||
/// <summary>
|
||||
/// The texture being dereferenced.
|
||||
/// </summary>
|
||||
public readonly Texture Texture;
|
||||
|
||||
/// <summary>
|
||||
/// The ID of the pool entry this reference belonged to.
|
||||
/// </summary>
|
||||
public readonly int ID;
|
||||
|
||||
/// <summary>
|
||||
/// Create a dereference request for a texture with a specific pool ID, and remapped flag.
|
||||
/// </summary>
|
||||
/// <param name="isRemapped">Whether the dereference is due to a mapping change or not</param>
|
||||
/// <param name="texture">The texture being dereferenced</param>
|
||||
/// <param name="id">The ID of the pool entry, used to restore remapped textures</param>
|
||||
private DereferenceRequest(bool isRemapped, Texture texture, int id)
|
||||
{
|
||||
IsRemapped = isRemapped;
|
||||
Texture = texture;
|
||||
ID = id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a dereference request for a texture removal.
|
||||
/// </summary>
|
||||
/// <param name="texture">The texture being removed</param>
|
||||
/// <returns>A texture removal dereference request</returns>
|
||||
public static DereferenceRequest Remove(Texture texture)
|
||||
{
|
||||
return new DereferenceRequest(false, texture, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a dereference request for a texture remapping with a specific pool ID.
|
||||
/// </summary>
|
||||
/// <param name="texture">The texture being remapped</param>
|
||||
/// <param name="id">The ID of the pool entry, used to restore remapped textures</param>
|
||||
/// <returns>A remap dereference request</returns>
|
||||
public static DereferenceRequest Remap(Texture texture, int id)
|
||||
{
|
||||
return new DereferenceRequest(true, texture, id);
|
||||
}
|
||||
}
|
||||
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly ConcurrentQueue<DereferenceRequest> _dereferenceQueue = new ConcurrentQueue<DereferenceRequest>();
|
||||
private TextureDescriptor _defaultDescriptor;
|
||||
|
||||
/// <summary>
|
||||
/// Linked list node used on the texture pool cache.
|
||||
/// </summary>
|
||||
public LinkedListNode<TexturePool> CacheNode { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Timestamp used by the texture pool cache, updated on every use of this texture pool.
|
||||
/// </summary>
|
||||
public ulong CacheTimestamp { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the texture pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the texture pool belongs to</param>
|
||||
/// <param name="channel">GPU channel that the texture pool belongs to</param>
|
||||
/// <param name="address">Address of the texture pool in guest memory</param>
|
||||
/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
|
||||
public TexturePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) : base(context, channel.MemoryManager.Physical, address, maximumId)
|
||||
{
|
||||
_channel = channel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <param name="texture">The texture with the given ID</param>
|
||||
/// <returns>The texture descriptor with the given ID</returns>
|
||||
private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
|
||||
{
|
||||
texture = Items[id];
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
texture = PhysicalMemory.TextureCache.FindShortCache(descriptor);
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
TextureInfo info = GetInfo(descriptor, out int layerSize);
|
||||
|
||||
// The dereference queue can put our texture back on the cache.
|
||||
if ((texture = ProcessDereferenceQueue(id)) != null)
|
||||
{
|
||||
return ref descriptor;
|
||||
}
|
||||
|
||||
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
|
||||
|
||||
// If this happens, then the texture address is invalid, we can't add it to the cache.
|
||||
if (texture == null)
|
||||
{
|
||||
return ref descriptor;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
texture.SynchronizeMemory();
|
||||
}
|
||||
|
||||
Items[id] = texture;
|
||||
|
||||
texture.IncrementReferenceCount(this, id, descriptor.UnpackAddress());
|
||||
|
||||
DescriptorCache[id] = descriptor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// On the path above (texture not yet in the pool), memory is automatically synchronized on texture creation.
|
||||
texture.SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ref descriptor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture with the given ID.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <returns>The texture with the given ID</returns>
|
||||
public override Texture Get(int id)
|
||||
{
|
||||
if ((uint)id >= Items.Length)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (SequenceNumber != Context.SequenceNumber)
|
||||
{
|
||||
SequenceNumber = Context.SequenceNumber;
|
||||
|
||||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
GetInternal(id, out Texture texture);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descriptor and texture with the given ID.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method assumes that the pool has been manually synchronized before doing binding.
|
||||
/// </remarks>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <param name="texture">The texture with the given ID</param>
|
||||
/// <returns>The texture descriptor with the given ID</returns>
|
||||
public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
|
||||
{
|
||||
if ((uint)id >= Items.Length)
|
||||
{
|
||||
texture = null;
|
||||
return ref _defaultDescriptor;
|
||||
}
|
||||
|
||||
// When getting for binding, assume the pool has already been synchronized.
|
||||
|
||||
return ref GetInternal(id, out texture);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
|
||||
/// </summary>
|
||||
/// <returns>A number that increments each time a modification is detected</returns>
|
||||
public int CheckModified()
|
||||
{
|
||||
if (SequenceNumber != Context.SequenceNumber)
|
||||
{
|
||||
SequenceNumber = Context.SequenceNumber;
|
||||
|
||||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ModifiedSequenceNumber;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forcibly remove a texture from this pool's items.
|
||||
/// If deferred, the dereference will be queued to occur on the render thread.
|
||||
/// </summary>
|
||||
/// <param name="texture">The texture being removed</param>
|
||||
/// <param name="id">The ID of the texture in this pool</param>
|
||||
/// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
|
||||
public void ForceRemove(Texture texture, int id, bool deferred)
|
||||
{
|
||||
var previous = Interlocked.Exchange(ref Items[id], null);
|
||||
|
||||
if (deferred)
|
||||
{
|
||||
if (previous != null)
|
||||
{
|
||||
_dereferenceQueue.Enqueue(DereferenceRequest.Remove(texture));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
texture.DecrementReferenceCount();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queues a request to update a texture's mapping.
|
||||
/// Mapping is updated later to avoid deleting the texture if it is still sparsely mapped.
|
||||
/// </summary>
|
||||
/// <param name="texture">Texture with potential mapping change</param>
|
||||
/// <param name="id">ID in cache of texture with potential mapping change</param>
|
||||
public void QueueUpdateMapping(Texture texture, int id)
|
||||
{
|
||||
if (Interlocked.Exchange(ref Items[id], null) == texture)
|
||||
{
|
||||
_dereferenceQueue.Enqueue(DereferenceRequest.Remap(texture, id));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process the dereference queue, decrementing the reference count for each texture in it.
|
||||
/// This is used to ensure that texture disposal happens on the render thread.
|
||||
/// </summary>
|
||||
/// <param name="id">The ID of the entry that triggered this method</param>
|
||||
/// <returns>Texture that matches the entry ID if it has been readded to the cache.</returns>
|
||||
private Texture ProcessDereferenceQueue(int id = -1)
|
||||
{
|
||||
while (_dereferenceQueue.TryDequeue(out DereferenceRequest request))
|
||||
{
|
||||
Texture texture = request.Texture;
|
||||
|
||||
// Unmapped storage textures can swap their ranges. The texture must be storage with no views or dependencies.
|
||||
// TODO: Would need to update ranges on views, or guarantee that ones where the range changes can be instantly deleted.
|
||||
|
||||
if (request.IsRemapped && texture.Group.Storage == texture && !texture.HasViews && !texture.Group.HasCopyDependencies)
|
||||
{
|
||||
// Has the mapping for this texture changed?
|
||||
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(request.ID);
|
||||
|
||||
ulong address = descriptor.UnpackAddress();
|
||||
|
||||
MultiRange range = _channel.MemoryManager.GetPhysicalRegions(address, texture.Size);
|
||||
|
||||
// If the texture is not mapped at all, delete its reference.
|
||||
|
||||
if (range.Count == 1 && range.GetSubRange(0).Address == MemoryManager.PteUnmapped)
|
||||
{
|
||||
texture.DecrementReferenceCount();
|
||||
continue;
|
||||
}
|
||||
|
||||
Items[request.ID] = texture;
|
||||
|
||||
// Create a new pool reference, as the last one was removed on unmap.
|
||||
|
||||
texture.IncrementReferenceCount(this, request.ID, address);
|
||||
texture.DecrementReferenceCount();
|
||||
|
||||
// Refetch the range. Changes since the last check could have been lost
|
||||
// as the cache entry was not restored (required to queue mapping change).
|
||||
|
||||
range = _channel.MemoryManager.GetPhysicalRegions(address, texture.Size);
|
||||
|
||||
if (!range.Equals(texture.Range))
|
||||
{
|
||||
// Part of the texture was mapped or unmapped. Replace the range and regenerate tracking handles.
|
||||
if (!_channel.MemoryManager.Physical.TextureCache.UpdateMapping(texture, range))
|
||||
{
|
||||
// Texture could not be remapped due to a collision, just delete it.
|
||||
if (Interlocked.Exchange(ref Items[request.ID], null) != null)
|
||||
{
|
||||
// If this is null, a request was already queued to decrement reference.
|
||||
texture.DecrementReferenceCount(this, request.ID);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (request.ID == id)
|
||||
{
|
||||
return texture;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
texture.DecrementReferenceCount();
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the texture pool range invalidation.
|
||||
/// </summary>
|
||||
/// <param name="address">Start address of the range of the texture pool</param>
|
||||
/// <param name="size">Size of the range being invalidated</param>
|
||||
protected override void InvalidateRangeImpl(ulong address, ulong size)
|
||||
{
|
||||
ProcessDereferenceQueue();
|
||||
|
||||
ulong endAddress = address + size;
|
||||
|
||||
for (; address < endAddress; address += DescriptorSize)
|
||||
{
|
||||
int id = (int)((address - Address) / DescriptorSize);
|
||||
|
||||
Texture texture = Items[id];
|
||||
|
||||
if (texture != null)
|
||||
{
|
||||
ref TextureDescriptor cachedDescriptor = ref DescriptorCache[id];
|
||||
ref readonly TextureDescriptor descriptor = ref GetDescriptorRefAddress(address);
|
||||
|
||||
// If the descriptors are the same, the texture is the same,
|
||||
// we don't need to remove as it was not modified. Just continue.
|
||||
if (descriptor.Equals(ref cachedDescriptor))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (texture.HasOneReference())
|
||||
{
|
||||
_channel.MemoryManager.Physical.TextureCache.AddShortCache(texture, ref cachedDescriptor);
|
||||
}
|
||||
|
||||
if (Interlocked.Exchange(ref Items[id], null) != null)
|
||||
{
|
||||
texture.DecrementReferenceCount(this, id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets texture information from a texture descriptor.
|
||||
/// </summary>
|
||||
/// <param name="descriptor">The texture descriptor</param>
|
||||
/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
|
||||
/// <returns>The texture information</returns>
|
||||
private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
|
||||
{
|
||||
int depthOrLayers = descriptor.UnpackDepth();
|
||||
int levels = descriptor.UnpackLevels();
|
||||
|
||||
TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
|
||||
|
||||
int samplesInX = msaaMode.SamplesInX();
|
||||
int samplesInY = msaaMode.SamplesInY();
|
||||
|
||||
int stride = descriptor.UnpackStride();
|
||||
|
||||
TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
|
||||
|
||||
bool isLinear = descriptorType == TextureDescriptorType.Linear;
|
||||
|
||||
Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
|
||||
|
||||
int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
|
||||
int height = descriptor.UnpackHeight();
|
||||
|
||||
if (target == Target.Texture2DMultisample || target == Target.Texture2DMultisampleArray)
|
||||
{
|
||||
// This is divided back before the backend texture is created.
|
||||
width *= samplesInX;
|
||||
height *= samplesInY;
|
||||
}
|
||||
|
||||
// We use 2D targets for 1D textures as that makes texture cache
|
||||
// management easier. We don't know the target for render target
|
||||
// and copies, so those would normally use 2D targets, which are
|
||||
// not compatible with 1D targets. By doing that we also allow those
|
||||
// to match when looking for compatible textures on the cache.
|
||||
if (target == Target.Texture1D)
|
||||
{
|
||||
target = Target.Texture2D;
|
||||
height = 1;
|
||||
}
|
||||
else if (target == Target.Texture1DArray)
|
||||
{
|
||||
target = Target.Texture2DArray;
|
||||
height = 1;
|
||||
}
|
||||
|
||||
uint format = descriptor.UnpackFormat();
|
||||
bool srgb = descriptor.UnpackSrgb();
|
||||
|
||||
ulong gpuVa = descriptor.UnpackAddress();
|
||||
|
||||
if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
|
||||
{
|
||||
if (gpuVa != 0 && (int)format > 0)
|
||||
{
|
||||
Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
|
||||
}
|
||||
|
||||
formatInfo = FormatInfo.Default;
|
||||
}
|
||||
|
||||
int gobBlocksInY = descriptor.UnpackGobBlocksInY();
|
||||
int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
|
||||
|
||||
int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
|
||||
|
||||
layerSize = 0;
|
||||
|
||||
int minLod = descriptor.UnpackBaseLevel();
|
||||
int maxLod = descriptor.UnpackMaxLevelInclusive();
|
||||
|
||||
// Linear textures don't support mipmaps, so we don't handle this case here.
|
||||
if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
|
||||
{
|
||||
int depth = TextureInfo.GetDepth(target, depthOrLayers);
|
||||
int layers = TextureInfo.GetLayers(target, depthOrLayers);
|
||||
|
||||
SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
|
||||
width,
|
||||
height,
|
||||
depth,
|
||||
levels,
|
||||
layers,
|
||||
formatInfo.BlockWidth,
|
||||
formatInfo.BlockHeight,
|
||||
formatInfo.BytesPerPixel,
|
||||
gobBlocksInY,
|
||||
gobBlocksInZ,
|
||||
gobBlocksInTileX);
|
||||
|
||||
layerSize = sizeInfo.LayerSize;
|
||||
|
||||
if (minLod != 0 && minLod < levels)
|
||||
{
|
||||
// If the base level is not zero, we additionally add the mip level offset
|
||||
// to the address, this allows the texture manager to find the base level from the
|
||||
// address if there is a overlapping texture on the cache that can contain the new texture.
|
||||
gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
|
||||
|
||||
width = Math.Max(1, width >> minLod);
|
||||
height = Math.Max(1, height >> minLod);
|
||||
|
||||
if (target == Target.Texture3D)
|
||||
{
|
||||
depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
|
||||
}
|
||||
|
||||
(gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
|
||||
}
|
||||
|
||||
levels = (maxLod - minLod) + 1;
|
||||
}
|
||||
|
||||
SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
|
||||
SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
|
||||
SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
|
||||
SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
|
||||
|
||||
DepthStencilMode depthStencilMode = GetDepthStencilMode(
|
||||
formatInfo.Format,
|
||||
swizzleR,
|
||||
swizzleG,
|
||||
swizzleB,
|
||||
swizzleA);
|
||||
|
||||
if (formatInfo.Format.IsDepthOrStencil())
|
||||
{
|
||||
swizzleR = SwizzleComponent.Red;
|
||||
swizzleG = SwizzleComponent.Red;
|
||||
swizzleB = SwizzleComponent.Red;
|
||||
|
||||
if (depthStencilMode == DepthStencilMode.Depth)
|
||||
{
|
||||
swizzleA = SwizzleComponent.One;
|
||||
}
|
||||
else
|
||||
{
|
||||
swizzleA = SwizzleComponent.Red;
|
||||
}
|
||||
}
|
||||
|
||||
return new TextureInfo(
|
||||
gpuVa,
|
||||
width,
|
||||
height,
|
||||
depthOrLayers,
|
||||
levels,
|
||||
samplesInX,
|
||||
samplesInY,
|
||||
stride,
|
||||
isLinear,
|
||||
gobBlocksInY,
|
||||
gobBlocksInZ,
|
||||
gobBlocksInTileX,
|
||||
target,
|
||||
formatInfo,
|
||||
depthStencilMode,
|
||||
swizzleR,
|
||||
swizzleG,
|
||||
swizzleB,
|
||||
swizzleA);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
|
||||
/// The depth-stencil mode is determined based on how the driver sets those parameters.
|
||||
/// </summary>
|
||||
/// <param name="format">The format of the texture</param>
|
||||
/// <param name="components">The texture swizzle components</param>
|
||||
/// <returns>The depth-stencil mode</returns>
|
||||
private static DepthStencilMode GetDepthStencilMode(Format format, params SwizzleComponent[] components)
|
||||
{
|
||||
// R = Depth, G = Stencil.
|
||||
// On 24-bits depth formats, this is inverted (Stencil is R etc).
|
||||
// NVN setup:
|
||||
// For depth, A is set to 1.0f, the other components are set to Depth.
|
||||
// For stencil, all components are set to Stencil.
|
||||
SwizzleComponent component = components[0];
|
||||
|
||||
for (int index = 1; index < 4 && !IsRG(component); index++)
|
||||
{
|
||||
component = components[index];
|
||||
}
|
||||
|
||||
if (!IsRG(component))
|
||||
{
|
||||
return DepthStencilMode.Depth;
|
||||
}
|
||||
|
||||
if (format == Format.D24UnormS8Uint)
|
||||
{
|
||||
return component == SwizzleComponent.Red
|
||||
? DepthStencilMode.Stencil
|
||||
: DepthStencilMode.Depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
return component == SwizzleComponent.Red
|
||||
? DepthStencilMode.Depth
|
||||
: DepthStencilMode.Stencil;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the swizzle component is equal to the red or green channels.
|
||||
/// </summary>
|
||||
/// <param name="component">The swizzle component to check</param>
|
||||
/// <returns>True if the swizzle component is equal to the red or green, false otherwise</returns>
|
||||
private static bool IsRG(SwizzleComponent component)
|
||||
{
|
||||
return component == SwizzleComponent.Red ||
|
||||
component == SwizzleComponent.Green;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of the texture.
|
||||
/// This indicates that the texture pool is not using it anymore.
|
||||
/// </summary>
|
||||
/// <param name="item">The texture to be deleted</param>
|
||||
protected override void Delete(Texture item)
|
||||
{
|
||||
item?.DecrementReferenceCount(this);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
ProcessDereferenceQueue();
|
||||
|
||||
base.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
30
src/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
Normal file
30
src/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
Normal file
|
@ -0,0 +1,30 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture pool cache.
|
||||
/// This can keep multiple texture pools, and return the current one as needed.
|
||||
/// It is useful for applications that uses multiple texture pools.
|
||||
/// </summary>
|
||||
class TexturePoolCache : PoolCache<TexturePool>
|
||||
{
|
||||
/// <summary>
|
||||
/// Constructs a new instance of the texture pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the texture pool belongs to</param>
|
||||
public TexturePoolCache(GpuContext context) : base(context)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the texture pool.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context that the texture pool belongs to</param>
|
||||
/// <param name="channel">GPU channel that the texture pool belongs to</param>
|
||||
/// <param name="address">Address of the texture pool in guest memory</param>
|
||||
/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
|
||||
protected override TexturePool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
|
||||
{
|
||||
return new TexturePool(context, channel, address, maximumId);
|
||||
}
|
||||
}
|
||||
}
|
16
src/Ryujinx.Graphics.Gpu/Image/TextureScaleMode.cs
Normal file
16
src/Ryujinx.Graphics.Gpu/Image/TextureScaleMode.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// The scale mode for a given texture.
|
||||
/// Blacklisted textures cannot be scaled, Eligible textures have not been scaled yet,
|
||||
/// and Scaled textures have been scaled already.
|
||||
/// Undesired textures will stay at 1x until a situation where they must match a scaled texture.
|
||||
/// </summary>
|
||||
enum TextureScaleMode
|
||||
{
|
||||
Eligible = 0,
|
||||
Scaled = 1,
|
||||
Blacklisted = 2,
|
||||
Undesired = 3
|
||||
}
|
||||
}
|
17
src/Ryujinx.Graphics.Gpu/Image/TextureSearchFlags.cs
Normal file
17
src/Ryujinx.Graphics.Gpu/Image/TextureSearchFlags.cs
Normal file
|
@ -0,0 +1,17 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture search flags, defines texture information comparison rules.
|
||||
/// </summary>
|
||||
[Flags]
|
||||
enum TextureSearchFlags
|
||||
{
|
||||
None = 0,
|
||||
ForSampler = 1 << 1,
|
||||
ForCopy = 1 << 2,
|
||||
WithUpscale = 1 << 3,
|
||||
NoCreate = 1 << 4
|
||||
}
|
||||
}
|
81
src/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs
Normal file
81
src/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs
Normal file
|
@ -0,0 +1,81 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture target.
|
||||
/// </summary>
|
||||
enum TextureTarget : byte
|
||||
{
|
||||
Texture1D,
|
||||
Texture2D,
|
||||
Texture3D,
|
||||
Cubemap,
|
||||
Texture1DArray,
|
||||
Texture2DArray,
|
||||
TextureBuffer,
|
||||
Texture2DRect,
|
||||
CubemapArray
|
||||
}
|
||||
|
||||
static class TextureTargetConverter
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts the texture target enum to a host compatible, Graphics Abstraction Layer enum.
|
||||
/// </summary>
|
||||
/// <param name="target">The target enum to convert</param>
|
||||
/// <param name="isMultisample">True if the texture is a multisampled texture</param>
|
||||
/// <returns>The host compatible texture target</returns>
|
||||
public static Target Convert(this TextureTarget target, bool isMultisample)
|
||||
{
|
||||
if (isMultisample)
|
||||
{
|
||||
switch (target)
|
||||
{
|
||||
case TextureTarget.Texture2D: return Target.Texture2DMultisample;
|
||||
case TextureTarget.Texture2DArray: return Target.Texture2DMultisampleArray;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (target)
|
||||
{
|
||||
case TextureTarget.Texture1D: return Target.Texture1D;
|
||||
case TextureTarget.Texture2D: return Target.Texture2D;
|
||||
case TextureTarget.Texture2DRect: return Target.Texture2D;
|
||||
case TextureTarget.Texture3D: return Target.Texture3D;
|
||||
case TextureTarget.Texture1DArray: return Target.Texture1DArray;
|
||||
case TextureTarget.Texture2DArray: return Target.Texture2DArray;
|
||||
case TextureTarget.Cubemap: return Target.Cubemap;
|
||||
case TextureTarget.CubemapArray: return Target.CubemapArray;
|
||||
case TextureTarget.TextureBuffer: return Target.TextureBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
return Target.Texture1D;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts the texture target enum to a shader sampler type.
|
||||
/// </summary>
|
||||
/// <param name="target">The target enum to convert</param>
|
||||
/// <returns>The shader sampler type</returns>
|
||||
public static SamplerType ConvertSamplerType(this TextureTarget target)
|
||||
{
|
||||
return target switch
|
||||
{
|
||||
TextureTarget.Texture1D => SamplerType.Texture1D,
|
||||
TextureTarget.Texture2D => SamplerType.Texture2D,
|
||||
TextureTarget.Texture3D => SamplerType.Texture3D,
|
||||
TextureTarget.Cubemap => SamplerType.TextureCube,
|
||||
TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array,
|
||||
TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array,
|
||||
TextureTarget.TextureBuffer => SamplerType.TextureBuffer,
|
||||
TextureTarget.Texture2DRect => SamplerType.Texture2D,
|
||||
TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array,
|
||||
_ => SamplerType.Texture2D
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
14
src/Ryujinx.Graphics.Gpu/Image/TextureViewCompatibility.cs
Normal file
14
src/Ryujinx.Graphics.Gpu/Image/TextureViewCompatibility.cs
Normal file
|
@ -0,0 +1,14 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
/// The level of view compatibility one texture has to another.
|
||||
/// Values are increasing in compatibility from 0 (incompatible).
|
||||
/// </summary>
|
||||
enum TextureViewCompatibility
|
||||
{
|
||||
Incompatible = 0,
|
||||
LayoutIncompatible,
|
||||
CopyOnly,
|
||||
Full
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue