mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-19 13:25:54 +01:00
268c9aecf8
* rebase * add methods Ryyjinx.Common EmbeddedResources and SteamUtils * GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool * Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte> * Remove now-unused SpanOrArray<T> * post-rebase cleanup * PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast * use ByteMemoryPool.Rent() in GetWritableRegion() impls * fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()`` * Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
147 lines
4.8 KiB
C#
147 lines
4.8 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using System.Buffers;
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namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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{
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/// <summary>
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/// Threaded representation of a texture.
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/// </summary>
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class ThreadedTexture : ITexture
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{
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private readonly ThreadedRenderer _renderer;
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private readonly TextureCreateInfo _info;
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public ITexture Base;
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public int Width => _info.Width;
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public int Height => _info.Height;
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public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info)
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{
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_renderer = renderer;
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_info = info;
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}
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private TableRef<T> Ref<T>(T reference)
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{
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return new TableRef<T>(_renderer, reference);
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}
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public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
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_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
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_renderer.QueueCommand();
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}
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public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
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{
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_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
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_renderer.QueueCommand();
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}
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public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
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{
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ThreadedTexture dest = (ThreadedTexture)destination;
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if (_renderer.IsGpuThread())
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{
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_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
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_renderer.QueueCommand();
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}
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else
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{
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// Scaled copy can happen on another thread for a res scale flush.
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
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Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
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}
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}
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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{
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ThreadedTexture newTex = new(_renderer, info);
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_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
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_renderer.QueueCommand();
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return newTex;
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}
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public PinnedSpan<byte> GetData()
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{
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if (_renderer.IsGpuThread())
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{
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ResultBox<PinnedSpan<byte>> box = new();
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_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
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_renderer.InvokeCommand();
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return box.Result;
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}
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else
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{
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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return Base.GetData();
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}
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}
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public PinnedSpan<byte> GetData(int layer, int level)
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{
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if (_renderer.IsGpuThread())
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{
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ResultBox<PinnedSpan<byte>> box = new();
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_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
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_renderer.InvokeCommand();
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return box.Result;
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}
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else
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{
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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return Base.GetData(layer, level);
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}
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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{
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_renderer.New<TextureCopyToBufferCommand>().Set(Ref(this), range, layer, level, stride);
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_renderer.QueueCommand();
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}
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/// <inheritdoc/>
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public void SetData(IMemoryOwner<byte> data)
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{
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_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data));
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_renderer.QueueCommand();
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}
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/// <inheritdoc/>
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public void SetData(IMemoryOwner<byte> data, int layer, int level)
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{
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_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data), layer, level);
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_renderer.QueueCommand();
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}
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/// <inheritdoc/>
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public void SetData(IMemoryOwner<byte> data, int layer, int level, Rectangle<int> region)
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{
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_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data), layer, level, region);
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_renderer.QueueCommand();
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}
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public void SetStorage(BufferRange buffer)
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{
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_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
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_renderer.QueueCommand();
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}
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public void Release()
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{
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_renderer.New<TextureReleaseCommand>().Set(Ref(this));
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_renderer.QueueCommand();
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}
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}
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}
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