mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-24 02:45:48 +00:00
603 lines
No EOL
24 KiB
C#
603 lines
No EOL
24 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture pool.
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/// </summary>
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class TexturePool : Pool<Texture, TextureDescriptor>, IPool<TexturePool>
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{
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/// <summary>
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/// A request to dereference a texture from a pool.
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/// </summary>
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private struct DereferenceRequest
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{
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/// <summary>
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/// Whether the dereference is due to a mapping change or not.
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/// </summary>
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public readonly bool IsRemapped;
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/// <summary>
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/// The texture being dereferenced.
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/// </summary>
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public readonly Texture Texture;
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/// <summary>
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/// The ID of the pool entry this reference belonged to.
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/// </summary>
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public readonly int ID;
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/// <summary>
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/// Create a dereference request for a texture with a specific pool ID, and remapped flag.
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/// </summary>
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/// <param name="isRemapped">Whether the dereference is due to a mapping change or not</param>
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/// <param name="texture">The texture being dereferenced</param>
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/// <param name="id">The ID of the pool entry, used to restore remapped textures</param>
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private DereferenceRequest(bool isRemapped, Texture texture, int id)
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{
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IsRemapped = isRemapped;
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Texture = texture;
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ID = id;
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}
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/// <summary>
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/// Create a dereference request for a texture removal.
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/// </summary>
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/// <param name="texture">The texture being removed</param>
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/// <returns>A texture removal dereference request</returns>
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public static DereferenceRequest Remove(Texture texture)
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{
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return new DereferenceRequest(false, texture, 0);
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}
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/// <summary>
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/// Create a dereference request for a texture remapping with a specific pool ID.
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/// </summary>
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/// <param name="texture">The texture being remapped</param>
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/// <param name="id">The ID of the pool entry, used to restore remapped textures</param>
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/// <returns>A remap dereference request</returns>
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public static DereferenceRequest Remap(Texture texture, int id)
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{
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return new DereferenceRequest(true, texture, id);
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}
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}
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private readonly GpuChannel _channel;
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private readonly ConcurrentQueue<DereferenceRequest> _dereferenceQueue = new ConcurrentQueue<DereferenceRequest>();
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private TextureDescriptor _defaultDescriptor;
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/// <summary>
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/// Linked list node used on the texture pool cache.
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/// </summary>
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public LinkedListNode<TexturePool> CacheNode { get; set; }
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/// <summary>
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/// Timestamp used by the texture pool cache, updated on every use of this texture pool.
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/// </summary>
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public ulong CacheTimestamp { get; set; }
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/// <summary>
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/// Creates a new instance of the texture pool.
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/// </summary>
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/// <param name="context">GPU context that the texture pool belongs to</param>
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/// <param name="channel">GPU channel that the texture pool belongs to</param>
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/// <param name="address">Address of the texture pool in guest memory</param>
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/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
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public TexturePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) : base(context, channel.MemoryManager.Physical, address, maximumId)
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{
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_channel = channel;
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}
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/// <summary>
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/// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
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/// </summary>
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/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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/// <param name="texture">The texture with the given ID</param>
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/// <returns>The texture descriptor with the given ID</returns>
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private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
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{
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texture = Items[id];
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ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
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if (texture == null)
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{
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texture = PhysicalMemory.TextureCache.FindShortCache(descriptor);
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if (texture == null)
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{
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TextureInfo info = GetInfo(descriptor, out int layerSize);
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// The dereference queue can put our texture back on the cache.
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if ((texture = ProcessDereferenceQueue(id)) != null)
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{
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return ref descriptor;
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}
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texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
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// If this happens, then the texture address is invalid, we can't add it to the cache.
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if (texture == null)
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{
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return ref descriptor;
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}
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}
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else
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{
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texture.SynchronizeMemory();
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}
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Items[id] = texture;
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texture.IncrementReferenceCount(this, id, descriptor.UnpackAddress());
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DescriptorCache[id] = descriptor;
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}
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else
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{
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// On the path above (texture not yet in the pool), memory is automatically synchronized on texture creation.
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texture.SynchronizeMemory();
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}
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return ref descriptor;
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}
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/// <summary>
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/// Gets the texture with the given ID.
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/// </summary>
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/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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/// <returns>The texture with the given ID</returns>
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public override Texture Get(int id)
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{
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if ((uint)id >= Items.Length)
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{
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return null;
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}
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if (SequenceNumber != Context.SequenceNumber)
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{
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SequenceNumber = Context.SequenceNumber;
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SynchronizeMemory();
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}
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GetInternal(id, out Texture texture);
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return texture;
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}
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/// <summary>
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/// Gets the texture descriptor and texture with the given ID.
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/// </summary>
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/// <remarks>
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/// This method assumes that the pool has been manually synchronized before doing binding.
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/// </remarks>
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/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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/// <param name="texture">The texture with the given ID</param>
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/// <returns>The texture descriptor with the given ID</returns>
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public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
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{
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if ((uint)id >= Items.Length)
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{
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texture = null;
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return ref _defaultDescriptor;
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}
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// When getting for binding, assume the pool has already been synchronized.
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return ref GetInternal(id, out texture);
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}
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/// <summary>
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/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
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/// </summary>
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/// <returns>A number that increments each time a modification is detected</returns>
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public int CheckModified()
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{
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if (SequenceNumber != Context.SequenceNumber)
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{
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SequenceNumber = Context.SequenceNumber;
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SynchronizeMemory();
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}
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return ModifiedSequenceNumber;
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}
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/// <summary>
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/// Forcibly remove a texture from this pool's items.
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/// If deferred, the dereference will be queued to occur on the render thread.
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/// </summary>
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/// <param name="texture">The texture being removed</param>
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/// <param name="id">The ID of the texture in this pool</param>
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/// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
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public void ForceRemove(Texture texture, int id, bool deferred)
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{
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var previous = Interlocked.Exchange(ref Items[id], null);
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if (deferred)
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{
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if (previous != null)
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{
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_dereferenceQueue.Enqueue(DereferenceRequest.Remove(texture));
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}
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}
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else
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{
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texture.DecrementReferenceCount();
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}
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}
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/// <summary>
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/// Queues a request to update a texture's mapping.
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/// Mapping is updated later to avoid deleting the texture if it is still sparsely mapped.
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/// </summary>
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/// <param name="texture">Texture with potential mapping change</param>
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/// <param name="id">ID in cache of texture with potential mapping change</param>
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public void QueueUpdateMapping(Texture texture, int id)
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{
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if (Interlocked.Exchange(ref Items[id], null) == texture)
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{
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_dereferenceQueue.Enqueue(DereferenceRequest.Remap(texture, id));
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}
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}
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/// <summary>
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/// Process the dereference queue, decrementing the reference count for each texture in it.
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/// This is used to ensure that texture disposal happens on the render thread.
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/// </summary>
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/// <param name="id">The ID of the entry that triggered this method</param>
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/// <returns>Texture that matches the entry ID if it has been readded to the cache.</returns>
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private Texture ProcessDereferenceQueue(int id = -1)
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{
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while (_dereferenceQueue.TryDequeue(out DereferenceRequest request))
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{
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Texture texture = request.Texture;
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// Unmapped storage textures can swap their ranges. The texture must be storage with no views or dependencies.
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// TODO: Would need to update ranges on views, or guarantee that ones where the range changes can be instantly deleted.
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if (request.IsRemapped && texture.Group.Storage == texture && !texture.HasViews && !texture.Group.HasCopyDependencies)
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{
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// Has the mapping for this texture changed?
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ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(request.ID);
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ulong address = descriptor.UnpackAddress();
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MultiRange range = _channel.MemoryManager.GetPhysicalRegions(address, texture.Size);
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// If the texture is not mapped at all, delete its reference.
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if (range.Count == 1 && range.GetSubRange(0).Address == MemoryManager.PteUnmapped)
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{
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texture.DecrementReferenceCount();
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continue;
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}
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Items[request.ID] = texture;
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// Create a new pool reference, as the last one was removed on unmap.
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texture.IncrementReferenceCount(this, request.ID, address);
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texture.DecrementReferenceCount();
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// Refetch the range. Changes since the last check could have been lost
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// as the cache entry was not restored (required to queue mapping change).
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range = _channel.MemoryManager.GetPhysicalRegions(address, texture.Size);
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if (!range.Equals(texture.Range))
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{
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// Part of the texture was mapped or unmapped. Replace the range and regenerate tracking handles.
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if (!_channel.MemoryManager.Physical.TextureCache.UpdateMapping(texture, range))
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{
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// Texture could not be remapped due to a collision, just delete it.
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if (Interlocked.Exchange(ref Items[request.ID], null) != null)
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{
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// If this is null, a request was already queued to decrement reference.
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texture.DecrementReferenceCount(this, request.ID);
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}
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continue;
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}
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}
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if (request.ID == id)
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{
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return texture;
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}
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}
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else
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{
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texture.DecrementReferenceCount();
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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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/// Implementation of the texture pool range invalidation.
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/// </summary>
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/// <param name="address">Start address of the range of the texture pool</param>
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/// <param name="size">Size of the range being invalidated</param>
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protected override void InvalidateRangeImpl(ulong address, ulong size)
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{
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ProcessDereferenceQueue();
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ulong endAddress = address + size;
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for (; address < endAddress; address += DescriptorSize)
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{
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int id = (int)((address - Address) / DescriptorSize);
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Texture texture = Items[id];
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if (texture != null)
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{
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ref TextureDescriptor cachedDescriptor = ref DescriptorCache[id];
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ref readonly TextureDescriptor descriptor = ref GetDescriptorRefAddress(address);
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// If the descriptors are the same, the texture is the same,
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// we don't need to remove as it was not modified. Just continue.
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if (descriptor.Equals(ref cachedDescriptor))
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{
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continue;
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}
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if (texture.HasOneReference())
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{
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_channel.MemoryManager.Physical.TextureCache.AddShortCache(texture, ref cachedDescriptor);
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}
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if (Interlocked.Exchange(ref Items[id], null) != null)
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{
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texture.DecrementReferenceCount(this, id);
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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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/// Gets texture information from a texture descriptor.
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/// </summary>
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/// <param name="descriptor">The texture descriptor</param>
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/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
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/// <returns>The texture information</returns>
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private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
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{
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int depthOrLayers = descriptor.UnpackDepth();
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int levels = descriptor.UnpackLevels();
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TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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int stride = descriptor.UnpackStride();
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TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
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bool isLinear = descriptorType == TextureDescriptorType.Linear;
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Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
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int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
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int height = descriptor.UnpackHeight();
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if (target == Target.Texture2DMultisample || target == Target.Texture2DMultisampleArray)
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{
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// This is divided back before the backend texture is created.
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width *= samplesInX;
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height *= samplesInY;
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}
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// We use 2D targets for 1D textures as that makes texture cache
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// management easier. We don't know the target for render target
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// and copies, so those would normally use 2D targets, which are
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// not compatible with 1D targets. By doing that we also allow those
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// to match when looking for compatible textures on the cache.
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if (target == Target.Texture1D)
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{
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target = Target.Texture2D;
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height = 1;
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}
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else if (target == Target.Texture1DArray)
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{
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target = Target.Texture2DArray;
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height = 1;
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}
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uint format = descriptor.UnpackFormat();
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bool srgb = descriptor.UnpackSrgb();
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ulong gpuVa = descriptor.UnpackAddress();
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if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
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{
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if (gpuVa != 0 && (int)format > 0)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
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}
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formatInfo = FormatInfo.Default;
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}
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int gobBlocksInY = descriptor.UnpackGobBlocksInY();
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int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
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int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
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layerSize = 0;
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int minLod = descriptor.UnpackBaseLevel();
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int maxLod = descriptor.UnpackMaxLevelInclusive();
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// Linear textures don't support mipmaps, so we don't handle this case here.
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if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
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{
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int depth = TextureInfo.GetDepth(target, depthOrLayers);
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int layers = TextureInfo.GetLayers(target, depthOrLayers);
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SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
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width,
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height,
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depth,
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levels,
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layers,
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formatInfo.BlockWidth,
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formatInfo.BlockHeight,
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formatInfo.BytesPerPixel,
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gobBlocksInY,
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gobBlocksInZ,
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gobBlocksInTileX);
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layerSize = sizeInfo.LayerSize;
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if (minLod != 0 && minLod < levels)
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{
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// If the base level is not zero, we additionally add the mip level offset
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// to the address, this allows the texture manager to find the base level from the
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// address if there is a overlapping texture on the cache that can contain the new texture.
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gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
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width = Math.Max(1, width >> minLod);
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height = Math.Max(1, height >> minLod);
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if (target == Target.Texture3D)
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{
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depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
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}
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(gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
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}
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levels = (maxLod - minLod) + 1;
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}
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SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
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SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
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SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
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SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
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DepthStencilMode depthStencilMode = GetDepthStencilMode(
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formatInfo.Format,
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swizzleR,
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swizzleG,
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swizzleB,
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swizzleA);
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if (formatInfo.Format.IsDepthOrStencil())
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{
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swizzleR = SwizzleComponent.Red;
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swizzleG = SwizzleComponent.Red;
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swizzleB = SwizzleComponent.Red;
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if (depthStencilMode == DepthStencilMode.Depth)
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{
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swizzleA = SwizzleComponent.One;
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}
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else
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{
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swizzleA = SwizzleComponent.Red;
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}
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}
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return new TextureInfo(
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gpuVa,
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width,
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height,
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depthOrLayers,
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levels,
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samplesInX,
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samplesInY,
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stride,
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isLinear,
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gobBlocksInY,
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gobBlocksInZ,
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gobBlocksInTileX,
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target,
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formatInfo,
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depthStencilMode,
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swizzleR,
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swizzleG,
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swizzleB,
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swizzleA);
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}
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/// <summary>
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/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
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/// The depth-stencil mode is determined based on how the driver sets those parameters.
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/// </summary>
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/// <param name="format">The format of the texture</param>
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/// <param name="components">The texture swizzle components</param>
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/// <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();
|
|
}
|
|
}
|
|
} |