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Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureGroup.cs
riperiperi b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00

971 lines
36 KiB
C#

using Ryujinx.Common;
using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// A texture group represents a group of textures that belong to the same storage.
/// When views are created, this class will track memory accesses for them separately.
/// The group iteratively adds more granular tracking as views of different kinds are added.
/// Note that a texture group can be absorbed into another when it becomes a view parent.
/// </summary>
class TextureGroup : IDisposable
{
private const int StrideAlignment = 32;
private const int GobAlignment = 64;
private delegate void HandlesCallbackDelegate(int baseHandle, int regionCount, bool split = false);
/// <summary>
/// The storage texture associated with this group.
/// </summary>
public Texture Storage { get; }
/// <summary>
/// Indicates if the texture has copy dependencies. If true, then all modifications
/// must be signalled to the group, rather than skipping ones still to be flushed.
/// </summary>
public bool HasCopyDependencies { get; set; }
private GpuContext _context;
private int[] _allOffsets;
private int[] _sliceSizes;
private bool _is3D;
private bool _hasMipViews;
private bool _hasLayerViews;
private int _layers;
private int _levels;
private MultiRange TextureRange => Storage.Range;
/// <summary>
/// The views list from the storage texture.
/// </summary>
private List<Texture> _views;
private TextureGroupHandle[] _handles;
private bool[] _loadNeeded;
/// <summary>
/// Create a new texture group.
/// </summary>
/// <param name="context">GPU context that the texture group belongs to</param>
/// <param name="storage">The storage texture for this group</param>
public TextureGroup(GpuContext context, Texture storage)
{
Storage = storage;
_context = context;
_is3D = storage.Info.Target == Target.Texture3D;
_layers = storage.Info.GetSlices();
_levels = storage.Info.Levels;
}
/// <summary>
/// Initialize a new texture group's dirty regions and offsets.
/// </summary>
/// <param name="size">Size info for the storage texture</param>
/// <param name="hasLayerViews">True if the storage will have layer views</param>
/// <param name="hasMipViews">True if the storage will have mip views</param>
public void Initialize(ref SizeInfo size, bool hasLayerViews, bool hasMipViews)
{
_allOffsets = size.AllOffsets;
_sliceSizes = size.SliceSizes;
(_hasLayerViews, _hasMipViews) = PropagateGranularity(hasLayerViews, hasMipViews);
RecalculateHandleRegions();
}
/// <summary>
/// Consume the dirty flags for a given texture. The state is shared between views of the same layers and levels.
/// </summary>
/// <param name="texture">The texture being used</param>
/// <returns>True if a flag was dirty, false otherwise</returns>
public bool ConsumeDirty(Texture texture)
{
bool dirty = false;
EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
{
for (int i = 0; i < regionCount; i++)
{
TextureGroupHandle group = _handles[baseHandle + i];
foreach (CpuRegionHandle handle in group.Handles)
{
if (handle.Dirty)
{
handle.Reprotect();
dirty = true;
}
}
}
});
return dirty;
}
/// <summary>
/// Synchronize memory for a given texture.
/// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.
/// </summary>
/// <param name="texture">The texture being used</param>
public void SynchronizeMemory(Texture texture)
{
EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
{
bool dirty = false;
bool anyModified = false;
for (int i = 0; i < regionCount; i++)
{
TextureGroupHandle group = _handles[baseHandle + i];
bool modified = group.Modified;
bool handleDirty = false;
bool handleModified = false;
foreach (CpuRegionHandle handle in group.Handles)
{
if (handle.Dirty)
{
handle.Reprotect();
handleDirty = true;
}
else
{
handleModified |= modified;
}
}
// Evaluate if any copy dependencies need to be fulfilled. A few rules:
// If the copy handle needs to be synchronized, prefer our own state.
// If we need to be synchronized and there is a copy present, prefer the copy.
if (group.NeedsCopy && group.Copy())
{
anyModified |= true; // The copy target has been modified.
handleDirty = false;
}
else
{
anyModified |= handleModified;
dirty |= handleDirty;
}
if (group.NeedsCopy)
{
// The texture we copied from is still being written to. Copy from it again the next time this texture is used.
texture.SignalGroupDirty();
}
_loadNeeded[baseHandle + i] = handleDirty;
}
if (dirty)
{
if (_handles.Length > 1 && (anyModified || split))
{
// Partial texture invalidation. Only update the layers/levels with dirty flags of the storage.
SynchronizePartial(baseHandle, regionCount);
}
else
{
// Full texture invalidation.
texture.SynchronizeFull();
}
}
});
}
/// <summary>
/// Synchronize part of the storage texture, represented by a given range of handles.
/// Only handles marked by the _loadNeeded array will be synchronized.
/// </summary>
/// <param name="baseHandle">The base index of the range of handles</param>
/// <param name="regionCount">The number of handles to synchronize</param>
private void SynchronizePartial(int baseHandle, int regionCount)
{
ReadOnlySpan<byte> fullData = _context.PhysicalMemory.GetSpan(Storage.Range);
for (int i = 0; i < regionCount; i++)
{
if (_loadNeeded[baseHandle + i])
{
var info = GetHandleInformation(baseHandle + i);
int offsetIndex = info.Index;
// Only one of these will be greater than 1, as partial sync is only called when there are sub-image views.
for (int layer = 0; layer < info.Layers; layer++)
{
for (int level = 0; level < info.Levels; level++)
{
int offset = _allOffsets[offsetIndex];
int endOffset = (offsetIndex + 1 == _allOffsets.Length) ? (int)Storage.Size : _allOffsets[offsetIndex + 1];
int size = endOffset - offset;
ReadOnlySpan<byte> data = fullData.Slice(offset, size);
data = Storage.ConvertToHostCompatibleFormat(data, info.BaseLevel, true);
Storage.SetData(data, info.BaseLayer, info.BaseLevel);
offsetIndex++;
}
}
}
}
}
/// <summary>
/// Signal that a texture in the group has been modified by the GPU.
/// </summary>
/// <param name="texture">The texture that has been modified</param>
/// <param name="registerAction">True if the flushing read action should be registered, false otherwise</param>
public void SignalModified(Texture texture, bool registerAction)
{
EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
{
for (int i = 0; i < regionCount; i++)
{
TextureGroupHandle group = _handles[baseHandle + i];
group.SignalModified();
if (registerAction)
{
RegisterAction(group);
}
}
});
}
/// <summary>
/// Signal that a texture in the group is actively bound, or has been unbound by the GPU.
/// </summary>
/// <param name="texture">The texture that has been modified</param>
/// <param name="bound">True if this texture is being bound, false if unbound</param>
/// <param name="registerAction">True if the flushing read action should be registered, false otherwise</param>
public void SignalModifying(Texture texture, bool bound, bool registerAction)
{
EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
{
for (int i = 0; i < regionCount; i++)
{
TextureGroupHandle group = _handles[baseHandle + i];
group.SignalModifying(bound);
if (registerAction)
{
RegisterAction(group);
}
}
});
}
/// <summary>
/// Register a read/write action to flush for a texture group.
/// </summary>
/// <param name="group">The group to register an action for</param>
public void RegisterAction(TextureGroupHandle group)
{
foreach (CpuRegionHandle handle in group.Handles)
{
handle.RegisterAction((address, size) => FlushAction(group, address, size));
}
}
/// <summary>
/// Propagates the mip/layer view flags depending on the texture type.
/// When the most granular type of subresource has views, the other type of subresource must be segmented granularly too.
/// </summary>
/// <param name="hasLayerViews">True if the storage has layer views</param>
/// <param name="hasMipViews">True if the storage has mip views</param>
/// <returns>The input values after propagation</returns>
private (bool HasLayerViews, bool HasMipViews) PropagateGranularity(bool hasLayerViews, bool hasMipViews)
{
if (_is3D)
{
hasMipViews |= hasLayerViews;
}
else
{
hasLayerViews |= hasMipViews;
}
return (hasLayerViews, hasMipViews);
}
/// <summary>
/// Evaluate the range of tracking handles which a view texture overlaps with.
/// </summary>
/// <param name="texture">The texture to get handles for</param>
/// <param name="callback">
/// A function to be called with the base index of the range of handles for the given texture, and the number of handles it covers.
/// This can be called for multiple disjoint ranges, if required.
/// </param>
private void EvaluateRelevantHandles(Texture texture, HandlesCallbackDelegate callback)
{
if (texture == Storage || !(_hasMipViews || _hasLayerViews))
{
callback(0, _handles.Length);
return;
}
EvaluateRelevantHandles(texture.FirstLayer, texture.FirstLevel, texture.Info.GetSlices(), texture.Info.Levels, callback);
}
/// <summary>
/// Evaluate the range of tracking handles which a view texture overlaps with,
/// using the view's position and slice/level counts.
/// </summary>
/// <param name="firstLayer">The first layer of the texture</param>
/// <param name="firstLevel">The first level of the texture</param>
/// <param name="slices">The slice count of the texture</param>
/// <param name="levels">The level count of the texture</param>
/// <param name="callback">
/// A function to be called with the base index of the range of handles for the given texture, and the number of handles it covers.
/// This can be called for multiple disjoint ranges, if required.
/// </param>
private void EvaluateRelevantHandles(int firstLayer, int firstLevel, int slices, int levels, HandlesCallbackDelegate callback)
{
int targetLayerHandles = _hasLayerViews ? slices : 1;
int targetLevelHandles = _hasMipViews ? levels : 1;
if (_is3D)
{
// Future mip levels come after all layers of the last mip level. Each mipmap has less layers (depth) than the last.
if (!_hasLayerViews)
{
// When there are no layer views, the mips are at a consistent offset.
callback(firstLevel, targetLevelHandles);
}
else
{
(int levelIndex, int layerCount) = Get3DLevelRange(firstLevel);
if (levels > 1 && slices < _layers)
{
// The given texture only covers some of the depth of multiple mips. (a "depth slice")
// Callback with each mip's range separately.
// Can assume that the group is fully subdivided (both slices and levels > 1 for storage)
while (levels-- > 1)
{
callback(firstLayer + levelIndex, slices);
levelIndex += layerCount;
layerCount = Math.Max(layerCount >> 1, 1);
slices = Math.Max(layerCount >> 1, 1);
}
}
else
{
int totalSize = Math.Min(layerCount, slices);
while (levels-- > 1)
{
layerCount = Math.Max(layerCount >> 1, 1);
totalSize += layerCount;
}
callback(firstLayer + levelIndex, totalSize);
}
}
}
else
{
// Future layers come after all mipmaps of the last.
int levelHandles = _hasMipViews ? _levels : 1;
if (slices > 1 && levels < _levels)
{
// The given texture only covers some of the mipmaps of multiple slices. (a "mip slice")
// Callback with each layer's range separately.
// Can assume that the group is fully subdivided (both slices and levels > 1 for storage)
for (int i = 0; i < slices; i++)
{
callback(firstLevel + (firstLayer + i) * levelHandles, targetLevelHandles, true);
}
}
else
{
callback(firstLevel + firstLayer * levelHandles, targetLevelHandles + (targetLayerHandles - 1) * levelHandles);
}
}
}
/// <summary>
/// Get the range of offsets for a given mip level of a 3D texture.
/// </summary>
/// <param name="level">The level to return</param>
/// <returns>Start index and count of offsets for the given level</returns>
private (int Index, int Count) Get3DLevelRange(int level)
{
int index = 0;
int count = _layers; // Depth. Halves with each mip level.
while (level-- > 0)
{
index += count;
count = Math.Max(count >> 1, 1);
}
return (index, count);
}
/// <summary>
/// Get view information for a single tracking handle.
/// </summary>
/// <param name="handleIndex">The index of the handle</param>
/// <returns>The layers and levels that the handle covers, and its index in the offsets array</returns>
private (int BaseLayer, int BaseLevel, int Levels, int Layers, int Index) GetHandleInformation(int handleIndex)
{
int baseLayer;
int baseLevel;
int levels = _hasMipViews ? 1 : _levels;
int layers = _hasLayerViews ? 1 : _layers;
int index;
if (_is3D)
{
if (_hasLayerViews)
{
// NOTE: Will also have mip views, or only one level in storage.
index = handleIndex;
baseLevel = 0;
int layerLevels = _levels;
while (handleIndex >= layerLevels)
{
handleIndex -= layerLevels;
baseLevel++;
layerLevels = Math.Max(layerLevels >> 1, 1);
}
baseLayer = handleIndex;
}
else
{
baseLayer = 0;
baseLevel = handleIndex;
(index, _) = Get3DLevelRange(baseLevel);
}
}
else
{
baseLevel = _hasMipViews ? handleIndex % _levels : 0;
baseLayer = _hasMipViews ? handleIndex / _levels : handleIndex;
index = baseLevel + baseLayer * _levels;
}
return (baseLayer, baseLevel, levels, layers, index);
}
/// <summary>
/// Gets the layer and level for a given view.
/// </summary>
/// <param name="index">The index of the view</param>
/// <returns>The layer and level of the specified view</returns>
private (int BaseLayer, int BaseLevel) GetLayerLevelForView(int index)
{
if (_is3D)
{
int baseLevel = 0;
int layerLevels = _layers;
while (index >= layerLevels)
{
index -= layerLevels;
baseLevel++;
layerLevels = Math.Max(layerLevels >> 1, 1);
}
return (index, baseLevel);
}
else
{
return (index / _levels, index % _levels);
}
}
/// <summary>
/// Find the byte offset of a given texture relative to the storage.
/// </summary>
/// <param name="texture">The texture to locate</param>
/// <returns>The offset of the texture in bytes</returns>
public int FindOffset(Texture texture)
{
return _allOffsets[GetOffsetIndex(texture.FirstLayer, texture.FirstLevel)];
}
/// <summary>
/// Find the offset index of a given layer and level.
/// </summary>
/// <param name="layer">The view layer</param>
/// <param name="level">The view level</param>
/// <returns>The offset index of the given layer and level</returns>
public int GetOffsetIndex(int layer, int level)
{
if (_is3D)
{
return layer + Get3DLevelRange(level).Index;
}
else
{
return level + layer * _levels;
}
}
/// <summary>
/// The action to perform when a memory tracking handle is flipped to dirty.
/// This notifies overlapping textures that the memory needs to be synchronized.
/// </summary>
/// <param name="groupHandle">The handle that a dirty flag was set on</param>
private void DirtyAction(TextureGroupHandle groupHandle)
{
// Notify all textures that belong to this handle.
Storage.SignalGroupDirty();
lock (groupHandle.Overlaps)
{
foreach (Texture overlap in groupHandle.Overlaps)
{
overlap.SignalGroupDirty();
}
}
}
/// <summary>
/// Generate a CpuRegionHandle for a given address and size range in CPU VA.
/// </summary>
/// <param name="address">The start address of the tracked region</param>
/// <param name="size">The size of the tracked region</param>
/// <returns>A CpuRegionHandle covering the given range</returns>
private CpuRegionHandle GenerateHandle(ulong address, ulong size)
{
return _context.PhysicalMemory.BeginTracking(address, size);
}
/// <summary>
/// Generate a TextureGroupHandle covering a specified range of views.
/// </summary>
/// <param name="viewStart">The start view of the handle</param>
/// <param name="views">The number of views to cover</param>
/// <returns>A TextureGroupHandle covering the given views</returns>
private TextureGroupHandle GenerateHandles(int viewStart, int views)
{
int offset = _allOffsets[viewStart];
int endOffset = (viewStart + views == _allOffsets.Length) ? (int)Storage.Size : _allOffsets[viewStart + views];
int size = endOffset - offset;
var result = new List<CpuRegionHandle>();
for (int i = 0; i < TextureRange.Count; i++)
{
MemoryRange item = TextureRange.GetSubRange(i);
int subRangeSize = (int)item.Size;
int sliceStart = Math.Clamp(offset, 0, subRangeSize);
int sliceEnd = Math.Clamp(endOffset, 0, subRangeSize);
if (sliceStart != sliceEnd)
{
result.Add(GenerateHandle(item.Address + (ulong)sliceStart, (ulong)(sliceEnd - sliceStart)));
}
offset -= subRangeSize;
endOffset -= subRangeSize;
if (endOffset <= 0)
{
break;
}
}
(int firstLayer, int firstLevel) = GetLayerLevelForView(viewStart);
if (_hasLayerViews && _hasMipViews)
{
size = _sliceSizes[firstLevel];
}
var groupHandle = new TextureGroupHandle(this, _allOffsets[viewStart], (ulong)size, _views, firstLayer, firstLevel, result.ToArray());
foreach (CpuRegionHandle handle in result)
{
handle.RegisterDirtyEvent(() => DirtyAction(groupHandle));
}
return groupHandle;
}
/// <summary>
/// Update the views in this texture group, rebuilding the memory tracking if required.
/// </summary>
/// <param name="views">The views list of the storage texture</param>
public void UpdateViews(List<Texture> views)
{
// This is saved to calculate overlapping views for each handle.
_views = views;
bool layerViews = _hasLayerViews;
bool mipViews = _hasMipViews;
bool regionsRebuilt = false;
if (!(layerViews && mipViews))
{
foreach (Texture view in views)
{
if (view.Info.GetSlices() < _layers)
{
layerViews = true;
}
if (view.Info.Levels < _levels)
{
mipViews = true;
}
}
(layerViews, mipViews) = PropagateGranularity(layerViews, mipViews);
if (layerViews != _hasLayerViews || mipViews != _hasMipViews)
{
_hasLayerViews = layerViews;
_hasMipViews = mipViews;
RecalculateHandleRegions();
regionsRebuilt = true;
}
}
if (!regionsRebuilt)
{
// Must update the overlapping views on all handles, but only if they were not just recreated.
foreach (TextureGroupHandle handle in _handles)
{
handle.RecalculateOverlaps(this, views);
}
}
Storage.SignalGroupDirty();
foreach (Texture texture in views)
{
texture.SignalGroupDirty();
}
}
/// <summary>
/// Inherit handle state from an old set of handles, such as modified and dirty flags.
/// </summary>
/// <param name="oldHandles">The set of handles to inherit state from</param>
/// <param name="handles">The set of handles inheriting the state</param>
private void InheritHandles(TextureGroupHandle[] oldHandles, TextureGroupHandle[] handles)
{
foreach (var group in handles)
{
foreach (var handle in group.Handles)
{
bool dirty = false;
foreach (var oldGroup in oldHandles)
{
if (group.OverlapsWith(oldGroup.Offset, oldGroup.Size))
{
foreach (var oldHandle in oldGroup.Handles)
{
if (handle.OverlapsWith(oldHandle.Address, oldHandle.Size))
{
dirty |= oldHandle.Dirty;
}
}
group.Inherit(oldGroup);
}
}
if (dirty && !handle.Dirty)
{
handle.Reprotect(true);
}
if (group.Modified)
{
handle.RegisterAction((address, size) => FlushAction(group, address, size));
}
}
}
}
/// <summary>
/// Inherit state from another texture group.
/// </summary>
/// <param name="other">The texture group to inherit from</param>
public void Inherit(TextureGroup other)
{
bool layerViews = _hasLayerViews || other._hasLayerViews;
bool mipViews = _hasMipViews || other._hasMipViews;
if (layerViews != _hasLayerViews || mipViews != _hasMipViews)
{
_hasLayerViews = layerViews;
_hasMipViews = mipViews;
RecalculateHandleRegions();
}
InheritHandles(other._handles, _handles);
}
/// <summary>
/// Replace the current handles with the new handles. It is assumed that the new handles start dirty.
/// The dirty flags from the previous handles will be kept.
/// </summary>
/// <param name="handles">The handles to replace the current handles with</param>
private void ReplaceHandles(TextureGroupHandle[] handles)
{
if (_handles != null)
{
// When replacing handles, they should start as non-dirty.
foreach (TextureGroupHandle groupHandle in handles)
{
foreach (CpuRegionHandle handle in groupHandle.Handles)
{
handle.Reprotect();
}
}
InheritHandles(_handles, handles);
foreach (var oldGroup in _handles)
{
foreach (var oldHandle in oldGroup.Handles)
{
oldHandle.Dispose();
}
}
}
_handles = handles;
_loadNeeded = new bool[_handles.Length];
}
/// <summary>
/// Recalculate handle regions for this texture group, and inherit existing state into the new handles.
/// </summary>
private void RecalculateHandleRegions()
{
TextureGroupHandle[] handles;
if (!(_hasMipViews || _hasLayerViews))
{
// Single dirty region.
var cpuRegionHandles = new CpuRegionHandle[TextureRange.Count];
for (int i = 0; i < TextureRange.Count; i++)
{
var currentRange = TextureRange.GetSubRange(i);
cpuRegionHandles[i] = GenerateHandle(currentRange.Address, currentRange.Size);
}
var groupHandle = new TextureGroupHandle(this, 0, Storage.Size, _views, 0, 0, cpuRegionHandles);
foreach (CpuRegionHandle handle in cpuRegionHandles)
{
handle.RegisterDirtyEvent(() => DirtyAction(groupHandle));
}
handles = new TextureGroupHandle[] { groupHandle };
}
else
{
// Get views for the host texture.
// It's worth noting that either the texture has layer views or mip views when getting to this point, which simplifies the logic a little.
// Depending on if the texture is 3d, either the mip views imply that layer views are present (2d) or the other way around (3d).
// This is enforced by the way the texture matched as a view, so we don't need to check.
int layerHandles = _hasLayerViews ? _layers : 1;
int levelHandles = _hasMipViews ? _levels : 1;
int handleIndex = 0;
if (_is3D)
{
var handlesList = new List<TextureGroupHandle>();
for (int i = 0; i < levelHandles; i++)
{
for (int j = 0; j < layerHandles; j++)
{
(int viewStart, int views) = Get3DLevelRange(i);
viewStart += j;
views = _hasLayerViews ? 1 : views; // A layer view is also a mip view.
handlesList.Add(GenerateHandles(viewStart, views));
}
layerHandles = Math.Max(1, layerHandles >> 1);
}
handles = handlesList.ToArray();
}
else
{
handles = new TextureGroupHandle[layerHandles * levelHandles];
for (int i = 0; i < layerHandles; i++)
{
for (int j = 0; j < levelHandles; j++)
{
int viewStart = j + i * _levels;
int views = _hasMipViews ? 1 : _levels; // A mip view is also a layer view.
handles[handleIndex++] = GenerateHandles(viewStart, views);
}
}
}
}
ReplaceHandles(handles);
}
/// <summary>
/// Ensure that there is a handle for each potential texture view. Required for copy dependencies to work.
/// </summary>
private void EnsureFullSubdivision()
{
if (!(_hasLayerViews && _hasMipViews))
{
_hasLayerViews = true;
_hasMipViews = true;
RecalculateHandleRegions();
}
}
/// <summary>
/// Create a copy dependency between this texture group, and a texture at a given layer/level offset.
/// </summary>
/// <param name="other">The view compatible texture to create a dependency to</param>
/// <param name="firstLayer">The base layer of the given texture relative to the storage</param>
/// <param name="firstLevel">The base level of the given texture relative to the storage</param>
/// <param name="copyTo">True if this texture is first copied to the given one, false for the opposite direction</param>
public void CreateCopyDependency(Texture other, int firstLayer, int firstLevel, bool copyTo)
{
TextureGroup otherGroup = other.Group;
EnsureFullSubdivision();
otherGroup.EnsureFullSubdivision();
// Get the location of each texture within its storage, so we can find the handles to apply the dependency to.
// This can consist of multiple disjoint regions, for example if this is a mip slice of an array texture.
var targetRange = new List<(int BaseHandle, int RegionCount)>();
var otherRange = new List<(int BaseHandle, int RegionCount)>();
EvaluateRelevantHandles(firstLayer, firstLevel, other.Info.GetSlices(), other.Info.Levels, (baseHandle, regionCount, split) => targetRange.Add((baseHandle, regionCount)));
otherGroup.EvaluateRelevantHandles(other, (baseHandle, regionCount, split) => otherRange.Add((baseHandle, regionCount)));
int targetIndex = 0;
int otherIndex = 0;
(int Handle, int RegionCount) targetRegion = (0, 0);
(int Handle, int RegionCount) otherRegion = (0, 0);
while (true)
{
if (targetRegion.RegionCount == 0)
{
if (targetIndex >= targetRange.Count)
{
break;
}
targetRegion = targetRange[targetIndex++];
}
if (otherRegion.RegionCount == 0)
{
if (otherIndex >= otherRange.Count)
{
break;
}
otherRegion = otherRange[otherIndex++];
}
TextureGroupHandle handle = _handles[targetRegion.Handle++];
TextureGroupHandle otherHandle = other.Group._handles[otherRegion.Handle++];
targetRegion.RegionCount--;
otherRegion.RegionCount--;
handle.CreateCopyDependency(otherHandle, copyTo);
// If "copyTo" is true, this texture must copy to the other.
// Otherwise, it must copy to this texture.
if (copyTo)
{
otherHandle.Copy(handle);
}
else
{
handle.Copy(otherHandle);
}
}
}
/// <summary>
/// A flush has been requested on a tracked region. Find an appropriate view to flush.
/// </summary>
/// <param name="handle">The handle this flush action is for</param>
/// <param name="address">The address of the flushing memory access</param>
/// <param name="size">The size of the flushing memory access</param>
public void FlushAction(TextureGroupHandle handle, ulong address, ulong size)
{
Storage.ExternalFlush(address, size);
lock (handle.Overlaps)
{
foreach (Texture overlap in handle.Overlaps)
{
overlap.ExternalFlush(address, size);
}
}
handle.Modified = false;
}
/// <summary>
/// Dispose this texture group, disposing all related memory tracking handles.
/// </summary>
public void Dispose()
{
foreach (TextureGroupHandle group in _handles)
{
group.Dispose();
}
}
}
}