mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-15 09:41:15 +01:00
4965681e06
* GPU: Swap bindings array instead of copying Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data. Downside: bindings arrays are no longer readonly. * Micro optimisation * Add missing docs * Address Feedback
515 lines
20 KiB
C#
515 lines
20 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture manager.
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/// </summary>
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class TextureManager : IDisposable
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly TextureBindingsManager _cpBindingsManager;
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private readonly TextureBindingsManager _gpBindingsManager;
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private readonly TexturePoolCache _texturePoolCache;
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private readonly SamplerPoolCache _samplerPoolCache;
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private readonly Texture[] _rtColors;
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private readonly ITexture[] _rtHostColors;
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private Texture _rtDepthStencil;
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private ITexture _rtHostDs;
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public int ClipRegionWidth { get; private set; }
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public int ClipRegionHeight { get; private set; }
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/// <summary>
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/// The scaling factor applied to all currently bound render targets.
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/// </summary>
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public float RenderTargetScale { get; private set; } = 1f;
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/// <summary>
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/// Creates a new instance of the texture manager.
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/// </summary>
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/// <param name="context">GPU context that the texture manager belongs to</param>
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/// <param name="channel">GPU channel that the texture manager belongs to</param>
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public TextureManager(GpuContext context, GpuChannel channel)
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{
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_context = context;
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_channel = channel;
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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SamplerPoolCache samplerPoolCache = new SamplerPoolCache(context);
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float[] scales = new float[64];
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new Span<float>(scales).Fill(1f);
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_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, samplerPoolCache, scales, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, samplerPoolCache, scales, isCompute: false);
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_texturePoolCache = texturePoolCache;
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_samplerPoolCache = samplerPoolCache;
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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}
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/// <summary>
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/// Sets the texture and image bindings for the compute pipeline.
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/// </summary>
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetComputeBindings(CachedShaderBindings bindings)
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{
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_cpBindingsManager.SetBindings(bindings);
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}
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/// <summary>
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/// Sets the texture and image bindings for the graphics pipeline.
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/// </summary>
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetGraphicsBindings(CachedShaderBindings bindings)
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{
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_gpBindingsManager.SetBindings(bindings);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the compute pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetComputeTextureBufferIndex(int index)
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{
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the graphics pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetGraphicsTextureBufferIndex(int index)
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{
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the current sampler pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current sampler pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current texture pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetComputeTexturePool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the current texture pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Check if a texture's scale must be updated to match the configured resolution scale.
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/// </summary>
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/// <param name="texture">The texture to check</param>
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/// <returns>True if the scale needs updating, false if the scale is up to date</returns>
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private bool ScaleNeedsUpdated(Texture texture)
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{
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return texture != null && !(texture.ScaleMode == TextureScaleMode.Blacklisted || texture.ScaleMode == TextureScaleMode.Undesired) && texture.ScaleFactor != GraphicsConfig.ResScale;
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}
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/// <summary>
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/// Sets the render target color buffer.
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/// </summary>
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/// <param name="index">The index of the color buffer to set (up to 8)</param>
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/// <param name="color">The color buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetColor(int index, Texture color)
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{
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bool hasValue = color != null;
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bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
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if (_rtColors[index] != color)
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{
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_rtColors[index]?.SignalModifying(false);
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if (color != null)
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{
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color.SynchronizeMemory();
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color.SignalModifying(true);
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}
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_rtColors[index] = color;
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}
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return changesScale || ScaleNeedsUpdated(color);
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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if (_rtDepthStencil != depthStencil)
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{
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_rtDepthStencil?.SignalModifying(false);
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if (depthStencil != null)
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{
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depthStencil.SynchronizeMemory();
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depthStencil.SignalModifying(true);
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}
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_rtDepthStencil = depthStencil;
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}
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return changesScale || ScaleNeedsUpdated(depthStencil);
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}
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/// <summary>
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/// Sets the host clip region, which should be the intersection of all render target texture sizes.
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/// </summary>
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/// <param name="width">Width of the clip region, defined as the minimum width across all bound textures</param>
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/// <param name="height">Height of the clip region, defined as the minimum height across all bound textures</param>
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public void SetClipRegion(int width, int height)
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{
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ClipRegionWidth = width;
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ClipRegionHeight = height;
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}
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/// <summary>
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// </summary>
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/// <returns>The first bound colour target, otherwise the depth stencil target</returns>
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public Texture GetAnyRenderTarget()
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{
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return _rtColors[0] ?? _rtDepthStencil;
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}
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/// <summary>
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/// Updates the Render Target scale, given the currently bound render targets.
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/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
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/// and propagate blacklisted status from one texture to the ones bound with it.
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/// </summary>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetScale(int singleUse)
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{
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// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
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bool mismatch = false;
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bool blacklisted = false;
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bool hasUpscaled = false;
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bool hasUndesired = false;
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float targetScale = GraphicsConfig.ResScale;
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void ConsiderTarget(Texture target)
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{
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if (target == null) return;
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float scale = target.ScaleFactor;
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switch (target.ScaleMode)
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{
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case TextureScaleMode.Blacklisted:
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mismatch |= scale != 1f;
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blacklisted = true;
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break;
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case TextureScaleMode.Eligible:
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mismatch = true; // We must make a decision.
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break;
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case TextureScaleMode.Undesired:
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hasUndesired = true;
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mismatch |= scale != 1f || hasUpscaled; // If another target is upscaled, scale this one up too.
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break;
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case TextureScaleMode.Scaled:
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hasUpscaled = true;
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mismatch |= hasUndesired || scale != targetScale; // If the target scale has changed, reset the scale for all targets.
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break;
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}
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}
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if (singleUse != -1)
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{
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// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
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ConsiderTarget(_rtColors[singleUse]);
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}
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else
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{
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foreach (Texture color in _rtColors)
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{
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ConsiderTarget(color);
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}
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}
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ConsiderTarget(_rtDepthStencil);
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mismatch |= blacklisted && hasUpscaled;
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if (blacklisted || (hasUndesired && !hasUpscaled))
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{
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targetScale = 1f;
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}
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if (mismatch)
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{
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if (blacklisted)
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{
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// Propagate the blacklisted state to the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.BlacklistScale();
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}
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_rtDepthStencil?.BlacklistScale();
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}
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else
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{
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// Set the scale of the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.SetScale(targetScale);
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}
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_rtDepthStencil?.SetScale(targetScale);
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}
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}
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
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/// </summary>
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/// <param name="textureId">ID of the texture</param>
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/// <param name="samplerId">ID of the sampler</param>
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public (Texture, Sampler) GetGraphicsTextureAndSampler(int textureId, int samplerId)
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{
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return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
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public bool CommitComputeBindings(ShaderSpecializationState specState)
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{
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// Every time we switch between graphics and compute work,
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// we must rebind everything.
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// Since compute work happens less often, we always do that
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// before and after the compute dispatch.
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_texturePoolCache.Tick();
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_samplerPoolCache.Tick();
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_cpBindingsManager.Rebind();
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bool result = _cpBindingsManager.CommitBindings(specState);
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_gpBindingsManager.Rebind();
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return result;
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}
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/// <summary>
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/// Commits bindings on the graphics pipeline.
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/// </summary>
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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
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public bool CommitGraphicsBindings(ShaderSpecializationState specState)
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{
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_texturePoolCache.Tick();
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_samplerPoolCache.Tick();
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bool result = _gpBindingsManager.CommitBindings(specState);
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UpdateRenderTargets();
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return result;
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}
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/// <summary>
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/// Returns a texture pool from the cache, with the given address and maximum id.
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/// </summary>
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/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <returns>The texture pool</returns>
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public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
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{
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ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
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TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
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return texturePool;
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}
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/// <summary>
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/// Gets a texture descriptor used on the compute pipeline.
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/// </summary>
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/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
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/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot)
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{
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return _cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot);
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}
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/// <summary>
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/// Gets a texture descriptor used on the graphics pipeline.
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/// </summary>
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/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
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/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetGraphicsTextureDescriptor(
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ulong poolGpuVa,
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int bufferIndex,
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int maximumId,
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int stageIndex,
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int handle,
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int cbufSlot)
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{
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return _gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot);
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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public void UpdateRenderTargets()
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{
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bool anyChanged = false;
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if (_rtHostDs != _rtDepthStencil?.HostTexture)
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{
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_rtHostDs = _rtDepthStencil?.HostTexture;
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anyChanged = true;
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}
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for (int index = 0; index < _rtColors.Length; index++)
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{
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ITexture hostTexture = _rtColors[index]?.HostTexture;
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if (_rtHostColors[index] != hostTexture)
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{
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_rtHostColors[index] = hostTexture;
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anyChanged = true;
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}
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}
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if (anyChanged)
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{
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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/// <remarks>
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/// All attachments other than <paramref name="index"/> will be unbound.
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/// </remarks>
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/// <param name="index">Index of the render target color to be updated</param>
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public void UpdateRenderTarget(int index)
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{
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new Span<ITexture>(_rtHostColors).Fill(null);
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_rtHostColors[index] = _rtColors[index]?.HostTexture;
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_rtHostDs = null;
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, null);
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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/// <remarks>
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/// All color attachments will be unbound.
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/// </remarks>
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public void UpdateRenderTargetDepthStencil()
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{
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new Span<ITexture>(_rtHostColors).Fill(null);
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_rtHostDs = _rtDepthStencil?.HostTexture;
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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/// <summary>
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/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
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/// </summary>
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public void ReloadPools()
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{
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_cpBindingsManager.ReloadPools();
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_gpBindingsManager.ReloadPools();
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}
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/// <summary>
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/// Forces all textures, samplers, images and render targets to be rebound the next time
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/// CommitGraphicsBindings is called.
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/// </summary>
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public void Rebind()
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{
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_gpBindingsManager.Rebind();
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for (int index = 0; index < _rtHostColors.Length; index++)
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{
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_rtHostColors[index] = null;
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}
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_rtHostDs = null;
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}
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/// <summary>
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/// Disposes the texture manager.
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/// It's an error to use the texture manager after disposal.
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/// </summary>
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public void Dispose()
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{
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// Textures are owned by the texture cache, so we shouldn't dispose the texture pool cache.
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_samplerPoolCache.Dispose();
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for (int i = 0; i < _rtColors.Length; i++)
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{
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_rtColors[i]?.DecrementReferenceCount();
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_rtColors[i] = null;
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}
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_rtDepthStencil?.DecrementReferenceCount();
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_rtDepthStencil = null;
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}
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}
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}
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