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using Ryujinx.Graphics.GAL ;
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using Ryujinx.Graphics.Gpu.State ;
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using Ryujinx.Graphics.Shader ;
namespace Ryujinx.Graphics.Gpu.Image
{
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/// <summary>
/// Texture bindings manager.
/// </summary>
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class TextureBindingsManager
{
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private const int HandleHigh = 16 ;
private const int HandleMask = ( 1 < < HandleHigh ) - 1 ;
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private GpuContext _context ;
private bool _isCompute ;
private SamplerPool _samplerPool ;
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private SamplerIndex _samplerIndex ;
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private ulong _texturePoolAddress ;
private int _texturePoolMaximumId ;
private TexturePoolCache _texturePoolCache ;
private TextureBindingInfo [ ] [ ] _textureBindings ;
private TextureBindingInfo [ ] [ ] _imageBindings ;
private struct TextureStatePerStage
{
public ITexture Texture ;
public ISampler Sampler ;
}
private TextureStatePerStage [ ] [ ] _textureState ;
private TextureStatePerStage [ ] [ ] _imageState ;
private int _textureBufferIndex ;
private bool _rebind ;
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private float [ ] _scales ;
private bool _scaleChanged ;
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/// <summary>
/// Constructs a new instance of the texture bindings manager.
/// </summary>
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
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public TextureBindingsManager ( GpuContext context , TexturePoolCache texturePoolCache , bool isCompute )
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{
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_context = context ;
_texturePoolCache = texturePoolCache ;
_isCompute = isCompute ;
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int stages = isCompute ? 1 : Constants . ShaderStages ;
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_textureBindings = new TextureBindingInfo [ stages ] [ ] ;
_imageBindings = new TextureBindingInfo [ stages ] [ ] ;
_textureState = new TextureStatePerStage [ stages ] [ ] ;
_imageState = new TextureStatePerStage [ stages ] [ ] ;
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_scales = new float [ 64 ] ;
for ( int i = 0 ; i < 64 ; i + + )
{
_scales [ i ] = 1f ;
}
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}
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/// <summary>
/// Binds textures for a given shader stage.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="bindings">Texture bindings</param>
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public void SetTextures ( int stage , TextureBindingInfo [ ] bindings )
{
_textureBindings [ stage ] = bindings ;
_textureState [ stage ] = new TextureStatePerStage [ bindings . Length ] ;
}
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/// <summary>
/// Binds images for a given shader stage.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="bindings">Image bindings</param>
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public void SetImages ( int stage , TextureBindingInfo [ ] bindings )
{
_imageBindings [ stage ] = bindings ;
_imageState [ stage ] = new TextureStatePerStage [ bindings . Length ] ;
}
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/// <summary>
/// Sets the textures constant buffer index.
/// The constant buffer specified holds the texture handles.
/// </summary>
/// <param name="index">Constant buffer index</param>
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public void SetTextureBufferIndex ( int index )
{
_textureBufferIndex = index ;
}
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/// <summary>
/// Sets the current texture sampler pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
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public void SetSamplerPool ( ulong gpuVa , int maximumId , SamplerIndex samplerIndex )
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{
ulong address = _context . MemoryManager . Translate ( gpuVa ) ;
if ( _samplerPool ! = null )
{
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if ( _samplerPool . Address = = address & & _samplerPool . MaximumId > = maximumId )
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{
return ;
}
_samplerPool . Dispose ( ) ;
}
_samplerPool = new SamplerPool ( _context , address , maximumId ) ;
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_samplerIndex = samplerIndex ;
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}
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/// <summary>
/// Sets the current texture pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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public void SetTexturePool ( ulong gpuVa , int maximumId )
{
ulong address = _context . MemoryManager . Translate ( gpuVa ) ;
_texturePoolAddress = address ;
_texturePoolMaximumId = maximumId ;
}
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/// <summary>
/// Updates the texture scale for a given texture or image.
/// </summary>
/// <param name="texture">Start GPU virtual address of the pool</param>
/// <param name="binding">The related texture binding</param>
/// <param name="index">The texture/image binding index</param>
/// <param name="stage">The active shader stage</param>
/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
private bool UpdateScale ( Texture texture , TextureBindingInfo binding , int index , ShaderStage stage )
{
float result = 1f ;
bool changed = false ;
if ( ( binding . Flags & TextureUsageFlags . NeedsScaleValue ) ! = 0 & & texture ! = null )
{
_scaleChanged | = true ;
switch ( stage )
{
case ShaderStage . Fragment :
if ( ( binding . Flags & TextureUsageFlags . ResScaleUnsupported ) ! = 0 )
{
changed | = texture . ScaleMode ! = TextureScaleMode . Blacklisted ;
texture . BlacklistScale ( ) ;
break ;
}
float scale = texture . ScaleFactor ;
TextureManager manager = _context . Methods . TextureManager ;
if ( scale ! = 1 )
{
Texture activeTarget = manager . GetAnyRenderTarget ( ) ;
if ( activeTarget ! = null & & activeTarget . Info . Width / ( float ) texture . Info . Width = = activeTarget . Info . Height / ( float ) texture . Info . Height )
{
// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
result = - scale ;
break ;
}
}
result = scale ;
break ;
case ShaderStage . Compute :
if ( ( binding . Flags & TextureUsageFlags . ResScaleUnsupported ) ! = 0 )
{
changed | = texture . ScaleMode ! = TextureScaleMode . Blacklisted ;
texture . BlacklistScale ( ) ;
}
result = texture . ScaleFactor ;
break ;
}
}
_scales [ index ] = result ;
return changed ;
}
/// <summary>
/// Uploads texture and image scales to the backend when they are used.
/// </summary>
/// <param name="stage">Current shader stage</param>
/// <param name="stageIndex">Shader stage index</param>
private void CommitRenderScale ( ShaderStage stage , int stageIndex )
{
if ( _scaleChanged )
{
_context . Renderer . Pipeline . UpdateRenderScale ( stage , _scales , _textureBindings [ stageIndex ] ? . Length ? ? 0 , _imageBindings [ stageIndex ] ? . Length ? ? 0 ) ;
}
}
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/// <summary>
/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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public void CommitBindings ( )
{
TexturePool texturePool = _texturePoolCache . FindOrCreate (
_texturePoolAddress ,
_texturePoolMaximumId ) ;
if ( _isCompute )
{
CommitTextureBindings ( texturePool , ShaderStage . Compute , 0 ) ;
CommitImageBindings ( texturePool , ShaderStage . Compute , 0 ) ;
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CommitRenderScale ( ShaderStage . Compute , 0 ) ;
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}
else
{
for ( ShaderStage stage = ShaderStage . Vertex ; stage < = ShaderStage . Fragment ; stage + + )
{
int stageIndex = ( int ) stage - 1 ;
CommitTextureBindings ( texturePool , stage , stageIndex ) ;
CommitImageBindings ( texturePool , stage , stageIndex ) ;
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CommitRenderScale ( stage , stageIndex ) ;
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}
}
_rebind = false ;
}
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/// <summary>
/// Ensures that the texture bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param>
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private void CommitTextureBindings ( TexturePool pool , ShaderStage stage , int stageIndex )
{
if ( _textureBindings [ stageIndex ] = = null )
{
return ;
}
for ( int index = 0 ; index < _textureBindings [ stageIndex ] . Length ; index + + )
{
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TextureBindingInfo bindingInfo = _textureBindings [ stageIndex ] [ index ] ;
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int packedId ;
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if ( bindingInfo . IsBindless )
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{
ulong address ;
var bufferManager = _context . Methods . BufferManager ;
if ( _isCompute )
{
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address = bufferManager . GetComputeUniformBufferAddress ( bindingInfo . CbufSlot ) ;
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}
else
{
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address = bufferManager . GetGraphicsUniformBufferAddress ( stageIndex , bindingInfo . CbufSlot ) ;
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}
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packedId = _context . PhysicalMemory . Read < int > ( address + ( ulong ) bindingInfo . CbufOffset * 4 ) ;
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}
else
{
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packedId = ReadPackedId ( stageIndex , bindingInfo . Handle , _textureBufferIndex ) ;
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}
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int textureId = UnpackTextureId ( packedId ) ;
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int samplerId ;
if ( _samplerIndex = = SamplerIndex . ViaHeaderIndex )
{
samplerId = textureId ;
}
else
{
samplerId = UnpackSamplerId ( packedId ) ;
}
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Texture texture = pool . Get ( textureId ) ;
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ITexture hostTexture = texture ? . GetTargetTexture ( bindingInfo . Target ) ;
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if ( _textureState [ stageIndex ] [ index ] . Texture ! = hostTexture | | _rebind )
{
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if ( UpdateScale ( texture , bindingInfo , index , stage ) )
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{
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hostTexture = texture ? . GetTargetTexture ( bindingInfo . Target ) ;
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}
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_textureState [ stageIndex ] [ index ] . Texture = hostTexture ;
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_context . Renderer . Pipeline . SetTexture ( bindingInfo . Binding , hostTexture ) ;
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}
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if ( hostTexture ! = null & & texture . Info . Target = = Target . TextureBuffer )
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_context . Methods . BufferManager . SetBufferTextureStorage ( hostTexture , texture . Address , texture . Size , _isCompute ) ;
}
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Sampler sampler = _samplerPool . Get ( samplerId ) ;
ISampler hostSampler = sampler ? . HostSampler ;
if ( _textureState [ stageIndex ] [ index ] . Sampler ! = hostSampler | | _rebind )
{
_textureState [ stageIndex ] [ index ] . Sampler = hostSampler ;
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_context . Renderer . Pipeline . SetSampler ( bindingInfo . Binding , hostSampler ) ;
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}
}
}
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/// <summary>
/// Ensures that the image bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param>
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private void CommitImageBindings ( TexturePool pool , ShaderStage stage , int stageIndex )
{
if ( _imageBindings [ stageIndex ] = = null )
{
return ;
}
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// Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindings [ stageIndex ] ? . Length ? ? 0 ;
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for ( int index = 0 ; index < _imageBindings [ stageIndex ] . Length ; index + + )
{
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TextureBindingInfo bindingInfo = _imageBindings [ stageIndex ] [ index ] ;
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int packedId = ReadPackedId ( stageIndex , bindingInfo . Handle , _textureBufferIndex ) ;
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int textureId = UnpackTextureId ( packedId ) ;
Texture texture = pool . Get ( textureId ) ;
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ITexture hostTexture = texture ? . GetTargetTexture ( bindingInfo . Target ) ;
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if ( hostTexture ! = null & & texture . Info . Target = = Target . TextureBuffer )
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_context . Methods . BufferManager . SetBufferTextureStorage ( hostTexture , texture . Address , texture . Size , _isCompute ) ;
}
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if ( _imageState [ stageIndex ] [ index ] . Texture ! = hostTexture | | _rebind )
{
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if ( UpdateScale ( texture , bindingInfo , baseScaleIndex + index , stage ) )
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{
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hostTexture = texture ? . GetTargetTexture ( bindingInfo . Target ) ;
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}
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_imageState [ stageIndex ] [ index ] . Texture = hostTexture ;
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Format format = bindingInfo . Format ;
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if ( format = = 0 & & texture ! = null )
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{
format = texture . Format ;
}
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_context . Renderer . Pipeline . SetImage ( bindingInfo . Binding , hostTexture , format ) ;
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}
}
}
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/// <summary>
/// Gets the texture descriptor for a given texture handle.
/// </summary>
/// <param name="state">The current GPU state</param>
/// <param name="stageIndex">The stage number where the texture is bound</param>
/// <param name="handle">The texture handle</param>
/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor ( GpuState state , int stageIndex , int handle )
{
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int packedId = ReadPackedId ( stageIndex , handle , state . Get < int > ( MethodOffset . TextureBufferIndex ) ) ;
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int textureId = UnpackTextureId ( packedId ) ;
var poolState = state . Get < PoolState > ( MethodOffset . TexturePoolState ) ;
ulong poolAddress = _context . MemoryManager . Translate ( poolState . Address . Pack ( ) ) ;
TexturePool texturePool = _texturePoolCache . FindOrCreate ( poolAddress , poolState . MaximumId ) ;
return texturePool . GetDescriptor ( textureId ) ;
}
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/// <summary>
/// Reads a packed texture and sampler ID (basically, the real texture handle)
/// from the texture constant buffer.
/// </summary>
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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private int ReadPackedId ( int stageIndex , int wordOffset , int textureBufferIndex )
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{
ulong address ;
var bufferManager = _context . Methods . BufferManager ;
if ( _isCompute )
{
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address = bufferManager . GetComputeUniformBufferAddress ( textureBufferIndex ) ;
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}
else
{
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address = bufferManager . GetGraphicsUniformBufferAddress ( stageIndex , textureBufferIndex ) ;
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}
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int handle = _context . PhysicalMemory . Read < int > ( address + ( ulong ) ( wordOffset & HandleMask ) * 4 ) ;
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if ( wordOffset > > HandleHigh ! = 0 )
{
handle | = _context . PhysicalMemory . Read < int > ( address + ( ulong ) ( wordOffset > > HandleHigh ) * 4 ) ;
}
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return handle ;
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}
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/// <summary>
/// Unpacks the texture ID from the real texture handle.
/// </summary>
/// <param name="packedId">The real texture handle</param>
/// <returns>The texture ID</returns>
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private static int UnpackTextureId ( int packedId )
{
return ( packedId > > 0 ) & 0xfffff ;
}
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/// <summary>
/// Unpacks the sampler ID from the real texture handle.
/// </summary>
/// <param name="packedId">The real texture handle</param>
/// <returns>The sampler ID</returns>
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private static int UnpackSamplerId ( int packedId )
{
return ( packedId > > 20 ) & 0xfff ;
}
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/// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
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public void Rebind ( )
{
_rebind = true ;
}
}
}