mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 16:15:47 +00:00
b6e093b0fc
When a texture is deleted by falling to the bottom of the AutoDeleteCache, its data is flushed to preserve any GPU writes that occurred. This ensures that the data appears in any textures recreated in the future, but didn't account for a texture that already existed with a copy dependency. This change forces copy dependencies to complete if a texture falls out from from the AutoDeleteCache. (not removed via overlap, as that would be wasted effort) Fixes broken lighting caused by pausing in SMO's Metro Kingdom. May fix some other issues.
343 lines
12 KiB
C#
343 lines
12 KiB
C#
using Ryujinx.Cpu.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// A tracking handle for a texture group, which represents a range of views in a storage texture.
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/// Retains a list of overlapping texture views, a modified flag, and tracking for each
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/// CPU VA range that the views cover.
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/// Also tracks copy dependencies for the handle - references to other handles that must be kept
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/// in sync with this one before use.
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/// </summary>
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class TextureGroupHandle : IDisposable
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{
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private TextureGroup _group;
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private int _bindCount;
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private int _firstLevel;
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private int _firstLayer;
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/// <summary>
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/// The byte offset from the start of the storage of this handle.
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/// </summary>
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public int Offset { get; }
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/// <summary>
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/// The size in bytes covered by this handle.
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/// </summary>
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public int Size { get; }
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/// <summary>
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/// The textures which this handle overlaps with.
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/// </summary>
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public List<Texture> Overlaps { get; }
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/// <summary>
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/// The CPU memory tracking handles that cover this handle.
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/// </summary>
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public CpuRegionHandle[] Handles { get; }
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/// <summary>
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/// True if a texture overlapping this handle has been modified. Is set false when the flush action is called.
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/// </summary>
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public bool Modified { get; set; }
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/// <summary>
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/// Dependencies to handles from other texture groups.
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/// </summary>
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public List<TextureDependency> Dependencies { get; }
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/// <summary>
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/// A flag indicating that a copy is required from one of the dependencies.
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/// </summary>
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public bool NeedsCopy => DeferredCopy != null;
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/// <summary>
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/// A data copy that must be acknowledged the next time this handle is used.
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/// </summary>
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public TextureGroupHandle DeferredCopy { get; set; }
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/// <summary>
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/// Create a new texture group handle, representing a range of views in a storage texture.
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/// </summary>
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/// <param name="group">The TextureGroup that the handle belongs to</param>
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/// <param name="offset">The byte offset from the start of the storage of the handle</param>
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/// <param name="size">The size in bytes covered by the handle</param>
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/// <param name="views">All views of the storage texture, used to calculate overlaps</param>
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/// <param name="firstLayer">The first layer of this handle in the storage texture</param>
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/// <param name="firstLevel">The first level of this handle in the storage texture</param>
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/// <param name="handles">The memory tracking handles that cover this handle</param>
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public TextureGroupHandle(TextureGroup group, int offset, ulong size, List<Texture> views, int firstLayer, int firstLevel, CpuRegionHandle[] handles)
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{
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_group = group;
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_firstLayer = firstLayer;
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_firstLevel = firstLevel;
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Offset = offset;
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Size = (int)size;
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Overlaps = new List<Texture>();
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Dependencies = new List<TextureDependency>();
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if (views != null)
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{
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RecalculateOverlaps(group, views);
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}
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Handles = handles;
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}
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/// <summary>
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/// Calculate a list of which views overlap this handle.
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/// </summary>
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/// <param name="group">The parent texture group, used to find a view's base CPU VA offset</param>
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/// <param name="views">The list of views to search for overlaps</param>
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public void RecalculateOverlaps(TextureGroup group, List<Texture> views)
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{
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// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
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lock (Overlaps)
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{
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int endOffset = Offset + Size;
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Overlaps.Clear();
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foreach (Texture view in views)
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{
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int viewOffset = group.FindOffset(view);
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if (viewOffset < endOffset && Offset < viewOffset + (int)view.Size)
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{
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Overlaps.Add(view);
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}
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}
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}
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}
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/// <summary>
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/// Signal that this handle has been modified to any existing dependencies, and set the modified flag.
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/// </summary>
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public void SignalModified()
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{
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Modified = true;
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// If this handle has any copy dependencies, notify the other handle that a copy needs to be performed.
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foreach (TextureDependency dependency in Dependencies)
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{
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dependency.SignalModified();
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}
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}
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/// <summary>
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/// Signal that this handle has either started or ended being modified.
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/// </summary>
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/// <param name="bound">True if this handle is being bound, false if unbound</param>
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public void SignalModifying(bool bound)
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{
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SignalModified();
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// Note: Bind count currently resets to 0 on inherit for safety, as the handle <-> view relationship can change.
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_bindCount = Math.Max(0, _bindCount + (bound ? 1 : -1));
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}
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/// <summary>
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/// Synchronize dependent textures, if any of them have deferred a copy from this texture.
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/// </summary>
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public void SynchronizeDependents()
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{
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foreach (TextureDependency dependency in Dependencies)
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{
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TextureGroupHandle otherHandle = dependency.Other.Handle;
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if (otherHandle.DeferredCopy == this)
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{
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otherHandle._group.Storage.SynchronizeMemory();
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}
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}
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}
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/// <summary>
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/// Signal that a copy dependent texture has been modified, and must have its data copied to this one.
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/// </summary>
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/// <param name="copyFrom">The texture handle that must defer a copy to this one</param>
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public void DeferCopy(TextureGroupHandle copyFrom)
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{
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DeferredCopy = copyFrom;
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_group.Storage.SignalGroupDirty();
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foreach (Texture overlap in Overlaps)
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{
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overlap.SignalGroupDirty();
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}
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}
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/// <summary>
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/// Create a copy dependency between this handle, and another.
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/// </summary>
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/// <param name="other">The handle to create a copy dependency to</param>
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/// <param name="copyToOther">True if a copy should be deferred to all of the other handle's dependencies</param>
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public void CreateCopyDependency(TextureGroupHandle other, bool copyToOther = false)
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{
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// Does this dependency already exist?
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foreach (TextureDependency existing in Dependencies)
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{
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if (existing.Other.Handle == other)
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{
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// Do not need to create it again. May need to set the dirty flag.
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return;
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}
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}
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_group.HasCopyDependencies = true;
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other._group.HasCopyDependencies = true;
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TextureDependency dependency = new TextureDependency(this);
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TextureDependency otherDependency = new TextureDependency(other);
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dependency.Other = otherDependency;
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otherDependency.Other = dependency;
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Dependencies.Add(dependency);
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other.Dependencies.Add(otherDependency);
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// Recursively create dependency:
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// All of this handle's dependencies must depend on the other.
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foreach (TextureDependency existing in Dependencies.ToArray())
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{
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if (existing != dependency && existing.Other.Handle != other)
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{
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existing.Other.Handle.CreateCopyDependency(other);
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}
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}
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// All of the other handle's dependencies must depend on this.
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foreach (TextureDependency existing in other.Dependencies.ToArray())
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{
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if (existing != otherDependency && existing.Other.Handle != this)
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{
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existing.Other.Handle.CreateCopyDependency(this);
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if (copyToOther)
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{
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existing.Other.Handle.DeferCopy(this);
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}
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}
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}
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}
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/// <summary>
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/// Remove a dependency from this handle's dependency list.
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/// </summary>
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/// <param name="dependency">The dependency to remove</param>
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public void RemoveDependency(TextureDependency dependency)
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{
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Dependencies.Remove(dependency);
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}
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/// <summary>
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/// Check if any of this handle's memory tracking handles are dirty.
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/// </summary>
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/// <returns>True if at least one of the handles is dirty</returns>
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private bool CheckDirty()
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{
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return Handles.Any(handle => handle.Dirty);
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}
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/// <summary>
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/// Perform a copy from the provided handle to this one, or perform a deferred copy if none is provided.
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/// </summary>
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/// <param name="fromHandle">The handle to copy from. If not provided, this method will copy from and clear the deferred copy instead</param>
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/// <returns>True if the copy was performed, false otherwise</returns>
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public bool Copy(TextureGroupHandle fromHandle = null)
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{
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bool result = false;
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if (fromHandle == null)
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{
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fromHandle = DeferredCopy;
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if (fromHandle != null && fromHandle._bindCount == 0)
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{
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// Repeat the copy in future if the bind count is greater than 0.
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DeferredCopy = null;
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}
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}
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if (fromHandle != null)
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{
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// If the copy texture is dirty, do not copy. Its data no longer matters, and this handle should also be dirty.
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if (!fromHandle.CheckDirty())
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{
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Texture from = fromHandle._group.Storage;
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Texture to = _group.Storage;
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if (from.ScaleFactor != to.ScaleFactor)
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{
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to.PropagateScale(from);
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}
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from.HostTexture.CopyTo(
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to.HostTexture,
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fromHandle._firstLayer,
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_firstLayer,
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fromHandle._firstLevel,
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_firstLevel);
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Modified = true;
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_group.RegisterAction(this);
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result = true;
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}
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}
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return result;
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}
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/// <summary>
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/// Inherit modified flags and dependencies from another texture handle.
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/// </summary>
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/// <param name="old">The texture handle to inherit from</param>
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public void Inherit(TextureGroupHandle old)
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{
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Modified |= old.Modified;
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foreach (TextureDependency dependency in old.Dependencies.ToArray())
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{
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CreateCopyDependency(dependency.Other.Handle);
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if (dependency.Other.Handle.DeferredCopy == old)
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{
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dependency.Other.Handle.DeferredCopy = this;
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}
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}
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DeferredCopy = old.DeferredCopy;
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}
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/// <summary>
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/// Check if this region overlaps with another.
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/// </summary>
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/// <param name="address">Base address</param>
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/// <param name="size">Size of the region</param>
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/// <returns>True if overlapping, false otherwise</returns>
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public bool OverlapsWith(int offset, int size)
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{
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return Offset < offset + size && offset < Offset + Size;
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}
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public void Dispose()
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{
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foreach (CpuRegionHandle handle in Handles)
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{
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handle.Dispose();
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}
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foreach (TextureDependency dependency in Dependencies.ToArray())
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{
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dependency.Other.Handle.RemoveDependency(dependency.Other);
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}
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}
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}
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}
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