mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-28 10:00:50 +01:00
484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
402 lines
15 KiB
C#
402 lines
15 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture bindings manager.
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/// </summary>
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class TextureBindingsManager
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{
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private const int HandleHigh = 16;
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private const int HandleMask = (1 << HandleHigh) - 1;
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private GpuContext _context;
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private bool _isCompute;
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private SamplerPool _samplerPool;
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private SamplerIndex _samplerIndex;
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private ulong _texturePoolAddress;
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private int _texturePoolMaximumId;
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private TexturePoolCache _texturePoolCache;
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private TextureBindingInfo[][] _textureBindings;
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private TextureBindingInfo[][] _imageBindings;
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private struct TextureStatePerStage
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{
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public ITexture Texture;
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public ISampler Sampler;
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}
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private TextureStatePerStage[][] _textureState;
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private TextureStatePerStage[][] _imageState;
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private int _textureBufferIndex;
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private bool _rebind;
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/// <summary>
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/// Constructs a new instance of the texture bindings manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
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/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
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/// <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;
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_texturePoolCache = texturePoolCache;
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_isCompute = isCompute;
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int stages = isCompute ? 1 : Constants.ShaderStages;
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_textureBindings = new TextureBindingInfo[stages][];
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_imageBindings = new TextureBindingInfo[stages][];
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_textureState = new TextureStatePerStage[stages][];
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_imageState = new TextureStatePerStage[stages][];
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}
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/// <summary>
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/// Binds textures for a given shader stage.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="bindings">Texture bindings</param>
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public void SetTextures(int stage, TextureBindingInfo[] bindings)
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{
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_textureBindings[stage] = bindings;
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_textureState[stage] = new TextureStatePerStage[bindings.Length];
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}
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/// <summary>
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/// Binds images for a given shader stage.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="bindings">Image bindings</param>
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public void SetImages(int stage, TextureBindingInfo[] bindings)
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{
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_imageBindings[stage] = bindings;
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_imageState[stage] = new TextureStatePerStage[bindings.Length];
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}
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/// <summary>
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/// Sets the textures constant buffer index.
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/// The constant buffer specified holds the texture handles.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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public void SetTextureBufferIndex(int index)
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{
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_textureBufferIndex = index;
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}
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/// <summary>
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/// Sets the current texture sampler pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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/// <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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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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if (_samplerPool != null)
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{
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if (_samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
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{
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return;
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}
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_samplerPool.Dispose();
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}
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_samplerPool = new SamplerPool(_context, address, maximumId);
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_samplerIndex = samplerIndex;
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}
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/// <summary>
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/// Sets the current texture pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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public void SetTexturePool(ulong gpuVa, int maximumId)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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_texturePoolAddress = address;
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_texturePoolMaximumId = maximumId;
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}
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/// <summary>
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/// 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()
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{
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TexturePool texturePool = _texturePoolCache.FindOrCreate(
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_texturePoolAddress,
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_texturePoolMaximumId);
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if (_isCompute)
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{
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CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
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CommitImageBindings (texturePool, ShaderStage.Compute, 0);
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}
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else
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{
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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int stageIndex = (int)stage - 1;
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CommitTextureBindings(texturePool, stage, stageIndex);
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CommitImageBindings (texturePool, stage, stageIndex);
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}
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}
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_rebind = false;
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}
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/// <summary>
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/// 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>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <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)
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{
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if (_textureBindings[stageIndex] == null)
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{
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return;
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}
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bool changed = false;
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for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _textureBindings[stageIndex][index];
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int packedId;
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if (binding.IsBindless)
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{
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ulong address;
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var bufferManager = _context.Methods.BufferManager;
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
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}
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packedId = _context.PhysicalMemory.Read<int>(address + (ulong)binding.CbufOffset * 4);
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}
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else
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{
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packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
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}
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int textureId = UnpackTextureId(packedId);
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int samplerId;
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if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
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{
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samplerId = textureId;
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}
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else
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{
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samplerId = UnpackSamplerId(packedId);
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}
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Texture texture = pool.Get(textureId);
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if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
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{
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texture?.BlacklistScale();
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}
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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_textureState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
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changed = true;
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}
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
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}
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Sampler sampler = _samplerPool.Get(samplerId);
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ISampler hostSampler = sampler?.HostSampler;
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if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
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{
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_textureState[stageIndex][index].Sampler = hostSampler;
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_context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
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}
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}
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if (changed)
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{
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_context.Renderer.Pipeline.UpdateRenderScale(stage, _textureBindings[stageIndex].Length);
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}
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}
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/// <summary>
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/// 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>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <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)
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{
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if (_imageBindings[stageIndex] == null)
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{
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return;
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}
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for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _imageBindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
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{
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texture?.BlacklistScale();
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}
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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_imageState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
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}
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}
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture handle.
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/// </summary>
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/// <param name="state">The current GPU state</param>
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/// <param name="stageIndex">The stage number where the texture is bound</param>
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/// <param name="handle">The texture handle</param>
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/// <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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{
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int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex));
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int textureId = UnpackTextureId(packedId);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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ulong poolAddress = _context.MemoryManager.Translate(poolState.Address.Pack());
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TexturePool texturePool = _texturePoolCache.FindOrCreate(poolAddress, poolState.MaximumId);
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return texturePool.GetDescriptor(textureId);
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}
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/// <summary>
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/// Reads a packed texture and sampler ID (basically, the real texture handle)
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/// from the texture constant buffer.
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/// </summary>
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/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
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/// <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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{
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ulong address;
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var bufferManager = _context.Methods.BufferManager;
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
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}
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else
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{
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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);
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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// bindless textures on the shader), we extend it with another value on the higher 16 bits with
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// another offset for the sampler.
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// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
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// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
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if (wordOffset >> HandleHigh != 0)
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{
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handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
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}
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return handle;
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}
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/// <summary>
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/// Unpacks the texture ID from the real texture handle.
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/// </summary>
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/// <param name="packedId">The real texture handle</param>
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/// <returns>The texture ID</returns>
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private static int UnpackTextureId(int packedId)
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{
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return (packedId >> 0) & 0xfffff;
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}
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/// <summary>
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/// Unpacks the sampler ID from the real texture handle.
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/// </summary>
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/// <param name="packedId">The real texture handle</param>
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/// <returns>The sampler ID</returns>
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private static int UnpackSamplerId(int packedId)
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{
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return (packedId >> 20) & 0xfff;
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}
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/// <summary>
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/// Invalidates a range of memory on all GPU resource pools (both texture and sampler pools).
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/// </summary>
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/// <param name="address">Start address of the range to invalidate</param>
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/// <param name="size">Size of the range to invalidate</param>
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public void InvalidatePoolRange(ulong address, ulong size)
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{
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_samplerPool?.InvalidateRange(address, size);
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_texturePoolCache.InvalidateRange(address, size);
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}
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/// <summary>
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/// Force all bound textures and images to be rebound the next time CommitBindings is called.
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/// </summary>
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public void Rebind()
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{
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_rebind = true;
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}
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}
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} |