mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-15 01:31:16 +01:00
3c3bcd82fe
* Add a sampler pool cache and improve texture pool cache * Increase disposal timestamp delta more to be on the safe side * Nits * Use abstract class for PoolCache, remove factory callback
462 lines
17 KiB
C#
462 lines
17 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Texture;
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture pool.
|
|
/// </summary>
|
|
class TexturePool : Pool<Texture, TextureDescriptor>, IPool<TexturePool>
|
|
{
|
|
private readonly GpuChannel _channel;
|
|
private readonly ConcurrentQueue<Texture> _dereferenceQueue = new ConcurrentQueue<Texture>();
|
|
private TextureDescriptor _defaultDescriptor;
|
|
|
|
/// <summary>
|
|
/// Linked list node used on the texture pool cache.
|
|
/// </summary>
|
|
public LinkedListNode<TexturePool> CacheNode { get; set; }
|
|
|
|
/// <summary>
|
|
/// Timestamp used by the texture pool cache, updated on every use of this texture pool.
|
|
/// </summary>
|
|
public ulong CacheTimestamp { get; set; }
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the texture pool.
|
|
/// </summary>
|
|
/// <param name="context">GPU context that the texture pool belongs to</param>
|
|
/// <param name="channel">GPU channel that the texture pool belongs to</param>
|
|
/// <param name="address">Address of the texture pool in guest memory</param>
|
|
/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
|
|
public TexturePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) : base(context, channel.MemoryManager.Physical, address, maximumId)
|
|
{
|
|
_channel = channel;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
|
|
/// </summary>
|
|
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
|
/// <param name="texture">The texture with the given ID</param>
|
|
/// <returns>The texture descriptor with the given ID</returns>
|
|
private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
|
|
{
|
|
texture = Items[id];
|
|
|
|
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
|
|
|
|
if (texture == null)
|
|
{
|
|
TextureInfo info = GetInfo(descriptor, out int layerSize);
|
|
|
|
ProcessDereferenceQueue();
|
|
|
|
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
|
|
|
|
// If this happens, then the texture address is invalid, we can't add it to the cache.
|
|
if (texture == null)
|
|
{
|
|
return ref descriptor;
|
|
}
|
|
|
|
texture.IncrementReferenceCount(this, id);
|
|
|
|
Items[id] = texture;
|
|
|
|
DescriptorCache[id] = descriptor;
|
|
}
|
|
else
|
|
{
|
|
if (texture.ChangedSize)
|
|
{
|
|
// Texture changed size at one point - it may be a different size than the sampler expects.
|
|
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
|
|
|
|
int baseLevel = descriptor.UnpackBaseLevel();
|
|
int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
|
|
int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
|
|
|
|
if (texture.Info.Width != width || texture.Info.Height != height)
|
|
{
|
|
texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
|
|
}
|
|
}
|
|
|
|
// Memory is automatically synchronized on texture creation.
|
|
texture.SynchronizeMemory();
|
|
}
|
|
|
|
return ref descriptor;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture with the given ID.
|
|
/// </summary>
|
|
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
|
/// <returns>The texture with the given ID</returns>
|
|
public override Texture Get(int id)
|
|
{
|
|
if ((uint)id >= Items.Length)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (SequenceNumber != Context.SequenceNumber)
|
|
{
|
|
SequenceNumber = Context.SequenceNumber;
|
|
|
|
SynchronizeMemory();
|
|
}
|
|
|
|
GetInternal(id, out Texture texture);
|
|
|
|
return texture;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture descriptor and texture with the given ID.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method assumes that the pool has been manually synchronized before doing binding.
|
|
/// </remarks>
|
|
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
|
/// <param name="texture">The texture with the given ID</param>
|
|
/// <returns>The texture descriptor with the given ID</returns>
|
|
public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
|
|
{
|
|
if ((uint)id >= Items.Length)
|
|
{
|
|
texture = null;
|
|
return ref _defaultDescriptor;
|
|
}
|
|
|
|
// When getting for binding, assume the pool has already been synchronized.
|
|
|
|
return ref GetInternal(id, out texture);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
|
|
/// </summary>
|
|
/// <returns>A number that increments each time a modification is detected</returns>
|
|
public int CheckModified()
|
|
{
|
|
if (SequenceNumber != Context.SequenceNumber)
|
|
{
|
|
SequenceNumber = Context.SequenceNumber;
|
|
|
|
SynchronizeMemory();
|
|
}
|
|
|
|
return ModifiedSequenceNumber;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forcibly remove a texture from this pool's items.
|
|
/// If deferred, the dereference will be queued to occur on the render thread.
|
|
/// </summary>
|
|
/// <param name="texture">The texture being removed</param>
|
|
/// <param name="id">The ID of the texture in this pool</param>
|
|
/// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
|
|
public void ForceRemove(Texture texture, int id, bool deferred)
|
|
{
|
|
Items[id] = null;
|
|
|
|
if (deferred)
|
|
{
|
|
_dereferenceQueue.Enqueue(texture);
|
|
}
|
|
else
|
|
{
|
|
texture.DecrementReferenceCount();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the dereference queue, decrementing the reference count for each texture in it.
|
|
/// This is used to ensure that texture disposal happens on the render thread.
|
|
/// </summary>
|
|
private void ProcessDereferenceQueue()
|
|
{
|
|
while (_dereferenceQueue.TryDequeue(out Texture toRemove))
|
|
{
|
|
toRemove.DecrementReferenceCount();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Implementation of the texture pool range invalidation.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the range of the texture pool</param>
|
|
/// <param name="size">Size of the range being invalidated</param>
|
|
protected override void InvalidateRangeImpl(ulong address, ulong size)
|
|
{
|
|
ProcessDereferenceQueue();
|
|
|
|
ulong endAddress = address + size;
|
|
|
|
for (; address < endAddress; address += DescriptorSize)
|
|
{
|
|
int id = (int)((address - Address) / DescriptorSize);
|
|
|
|
Texture texture = Items[id];
|
|
|
|
if (texture != null)
|
|
{
|
|
TextureDescriptor descriptor = PhysicalMemory.Read<TextureDescriptor>(address);
|
|
|
|
// If the descriptors are the same, the texture is the same,
|
|
// we don't need to remove as it was not modified. Just continue.
|
|
if (descriptor.Equals(ref DescriptorCache[id]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
texture.DecrementReferenceCount(this, id);
|
|
|
|
Items[id] = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets texture information from a texture descriptor.
|
|
/// </summary>
|
|
/// <param name="descriptor">The texture descriptor</param>
|
|
/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
|
|
/// <returns>The texture information</returns>
|
|
private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
|
|
{
|
|
int depthOrLayers = descriptor.UnpackDepth();
|
|
int levels = descriptor.UnpackLevels();
|
|
|
|
TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
|
|
|
|
int samplesInX = msaaMode.SamplesInX();
|
|
int samplesInY = msaaMode.SamplesInY();
|
|
|
|
int stride = descriptor.UnpackStride();
|
|
|
|
TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
|
|
|
|
bool isLinear = descriptorType == TextureDescriptorType.Linear;
|
|
|
|
Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
|
|
|
|
int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
|
|
int height = descriptor.UnpackHeight();
|
|
|
|
if (target == Target.Texture2DMultisample || target == Target.Texture2DMultisampleArray)
|
|
{
|
|
// This is divided back before the backend texture is created.
|
|
width *= samplesInX;
|
|
height *= samplesInY;
|
|
}
|
|
|
|
// We use 2D targets for 1D textures as that makes texture cache
|
|
// management easier. We don't know the target for render target
|
|
// and copies, so those would normally use 2D targets, which are
|
|
// not compatible with 1D targets. By doing that we also allow those
|
|
// to match when looking for compatible textures on the cache.
|
|
if (target == Target.Texture1D)
|
|
{
|
|
target = Target.Texture2D;
|
|
height = 1;
|
|
}
|
|
else if (target == Target.Texture1DArray)
|
|
{
|
|
target = Target.Texture2DArray;
|
|
height = 1;
|
|
}
|
|
|
|
uint format = descriptor.UnpackFormat();
|
|
bool srgb = descriptor.UnpackSrgb();
|
|
|
|
ulong gpuVa = descriptor.UnpackAddress();
|
|
|
|
if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
|
|
{
|
|
if (gpuVa != 0 && (int)format > 0)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
|
|
}
|
|
|
|
formatInfo = FormatInfo.Default;
|
|
}
|
|
|
|
int gobBlocksInY = descriptor.UnpackGobBlocksInY();
|
|
int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
|
|
|
|
int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
|
|
|
|
layerSize = 0;
|
|
|
|
int minLod = descriptor.UnpackBaseLevel();
|
|
int maxLod = descriptor.UnpackMaxLevelInclusive();
|
|
|
|
// Linear textures don't support mipmaps, so we don't handle this case here.
|
|
if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
|
|
{
|
|
int depth = TextureInfo.GetDepth(target, depthOrLayers);
|
|
int layers = TextureInfo.GetLayers(target, depthOrLayers);
|
|
|
|
SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
|
|
width,
|
|
height,
|
|
depth,
|
|
levels,
|
|
layers,
|
|
formatInfo.BlockWidth,
|
|
formatInfo.BlockHeight,
|
|
formatInfo.BytesPerPixel,
|
|
gobBlocksInY,
|
|
gobBlocksInZ,
|
|
gobBlocksInTileX);
|
|
|
|
layerSize = sizeInfo.LayerSize;
|
|
|
|
if (minLod != 0 && minLod < levels)
|
|
{
|
|
// If the base level is not zero, we additionally add the mip level offset
|
|
// to the address, this allows the texture manager to find the base level from the
|
|
// address if there is a overlapping texture on the cache that can contain the new texture.
|
|
gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
|
|
|
|
width = Math.Max(1, width >> minLod);
|
|
height = Math.Max(1, height >> minLod);
|
|
|
|
if (target == Target.Texture3D)
|
|
{
|
|
depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
|
|
}
|
|
|
|
(gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
|
|
}
|
|
|
|
levels = (maxLod - minLod) + 1;
|
|
}
|
|
|
|
SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
|
|
SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
|
|
SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
|
|
SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
|
|
|
|
DepthStencilMode depthStencilMode = GetDepthStencilMode(
|
|
formatInfo.Format,
|
|
swizzleR,
|
|
swizzleG,
|
|
swizzleB,
|
|
swizzleA);
|
|
|
|
if (formatInfo.Format.IsDepthOrStencil())
|
|
{
|
|
swizzleR = SwizzleComponent.Red;
|
|
swizzleG = SwizzleComponent.Red;
|
|
swizzleB = SwizzleComponent.Red;
|
|
|
|
if (depthStencilMode == DepthStencilMode.Depth)
|
|
{
|
|
swizzleA = SwizzleComponent.One;
|
|
}
|
|
else
|
|
{
|
|
swizzleA = SwizzleComponent.Red;
|
|
}
|
|
}
|
|
|
|
return new TextureInfo(
|
|
gpuVa,
|
|
width,
|
|
height,
|
|
depthOrLayers,
|
|
levels,
|
|
samplesInX,
|
|
samplesInY,
|
|
stride,
|
|
isLinear,
|
|
gobBlocksInY,
|
|
gobBlocksInZ,
|
|
gobBlocksInTileX,
|
|
target,
|
|
formatInfo,
|
|
depthStencilMode,
|
|
swizzleR,
|
|
swizzleG,
|
|
swizzleB,
|
|
swizzleA);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
|
|
/// The depth-stencil mode is determined based on how the driver sets those parameters.
|
|
/// </summary>
|
|
/// <param name="format">The format of the texture</param>
|
|
/// <param name="components">The texture swizzle components</param>
|
|
/// <returns>The depth-stencil mode</returns>
|
|
private static DepthStencilMode GetDepthStencilMode(Format format, params SwizzleComponent[] components)
|
|
{
|
|
// R = Depth, G = Stencil.
|
|
// On 24-bits depth formats, this is inverted (Stencil is R etc).
|
|
// NVN setup:
|
|
// For depth, A is set to 1.0f, the other components are set to Depth.
|
|
// For stencil, all components are set to Stencil.
|
|
SwizzleComponent component = components[0];
|
|
|
|
for (int index = 1; index < 4 && !IsRG(component); index++)
|
|
{
|
|
component = components[index];
|
|
}
|
|
|
|
if (!IsRG(component))
|
|
{
|
|
return DepthStencilMode.Depth;
|
|
}
|
|
|
|
if (format == Format.D24UnormS8Uint)
|
|
{
|
|
return component == SwizzleComponent.Red
|
|
? DepthStencilMode.Stencil
|
|
: DepthStencilMode.Depth;
|
|
}
|
|
else
|
|
{
|
|
return component == SwizzleComponent.Red
|
|
? DepthStencilMode.Depth
|
|
: DepthStencilMode.Stencil;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the swizzle component is equal to the red or green channels.
|
|
/// </summary>
|
|
/// <param name="component">The swizzle component to check</param>
|
|
/// <returns>True if the swizzle component is equal to the red or green, false otherwise</returns>
|
|
private static bool IsRG(SwizzleComponent component)
|
|
{
|
|
return component == SwizzleComponent.Red ||
|
|
component == SwizzleComponent.Green;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decrements the reference count of the texture.
|
|
/// This indicates that the texture pool is not using it anymore.
|
|
/// </summary>
|
|
/// <param name="item">The texture to be deleted</param>
|
|
protected override void Delete(Texture item)
|
|
{
|
|
item?.DecrementReferenceCount(this);
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
ProcessDereferenceQueue();
|
|
|
|
base.Dispose();
|
|
}
|
|
}
|
|
} |