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Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureManager.cs

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture manager.
/// </summary>
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class TextureManager : IDisposable
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{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private readonly GpuContext _context;
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private readonly TextureBindingsManager _cpBindingsManager;
private readonly TextureBindingsManager _gpBindingsManager;
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private readonly Texture[] _rtColors;
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private Texture _rtDepthStencil;
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private readonly ITexture[] _rtHostColors;
private ITexture _rtHostDs;
private readonly RangeList<Texture> _textures;
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private Texture[] _textureOverlaps;
private readonly AutoDeleteCache _cache;
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private readonly HashSet<Texture> _modified;
private readonly HashSet<Texture> _modifiedLinear;
/// <summary>
/// Constructs a new instance of the texture manager.
/// </summary>
/// <param name="context">The GPU context that the texture manager belongs to</param>
public TextureManager(GpuContext context)
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{
_context = context;
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
_cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
_textures = new RangeList<Texture>();
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_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
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_cache = new AutoDeleteCache();
_modified = new HashSet<Texture>(new ReferenceEqualityComparer<Texture>());
_modifiedLinear = new HashSet<Texture>(new ReferenceEqualityComparer<Texture>());
}
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/// <summary>
/// Sets texture bindings on the compute pipeline.
/// </summary>
/// <param name="bindings">The texture bindings</param>
public void SetComputeTextures(TextureBindingInfo[] bindings)
{
_cpBindingsManager.SetTextures(0, bindings);
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}
/// <summary>
/// Sets texture bindings on the graphics pipeline.
/// </summary>
/// <param name="stage">The index of the shader stage to bind the textures</param>
/// <param name="bindings">The texture bindings</param>
public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
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{
_gpBindingsManager.SetTextures(stage, bindings);
}
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/// <summary>
/// Sets image bindings on the compute pipeline.
/// </summary>
/// <param name="bindings">The image bindings</param>
public void SetComputeImages(TextureBindingInfo[] bindings)
{
_cpBindingsManager.SetImages(0, bindings);
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}
/// <summary>
/// Sets image bindings on the graphics pipeline.
/// </summary>
/// <param name="stage">The index of the shader stage to bind the images</param>
/// <param name="bindings">The image bindings</param>
public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
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{
_gpBindingsManager.SetImages(stage, bindings);
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}
/// <summary>
/// Sets the texture constant buffer index on the compute pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
public void SetComputeTextureBufferIndex(int index)
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{
_cpBindingsManager.SetTextureBufferIndex(index);
}
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/// <summary>
/// Sets the texture constant buffer index on the graphics pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
public void SetGraphicsTextureBufferIndex(int index)
{
_gpBindingsManager.SetTextureBufferIndex(index);
}
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/// <summary>
/// Sets the current sampler pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
/// <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>
public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
}
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/// <summary>
/// Sets the current sampler pool on the graphics pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
/// <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>
public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
/// <summary>
/// Sets the current texture pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
/// <param name="maximumId">The maximum ID of the texture pool</param>
public void SetComputeTexturePool(ulong gpuVa, int maximumId)
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{
_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
}
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/// <summary>
/// Sets the current texture pool on the graphics pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
/// <param name="maximumId">The maximum ID of the texture pool</param>
public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
{
_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
/// <summary>
/// Sets the render target color buffer.
/// </summary>
/// <param name="index">The index of the color buffer to set (up to 8)</param>
/// <param name="color">The color buffer texture</param>
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public void SetRenderTargetColor(int index, Texture color)
{
_rtColors[index] = color;
}
/// <summary>
/// Sets the render target depth-stencil buffer.
/// </summary>
/// <param name="depthStencil">The depth-stencil buffer texture</param>
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public void SetRenderTargetDepthStencil(Texture depthStencil)
{
_rtDepthStencil = depthStencil;
}
/// <summary>
/// Commits bindings on the compute pipeline.
/// </summary>
public void CommitComputeBindings()
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{
// Every time we switch between graphics and compute work,
// we must rebind everything.
// Since compute work happens less often, we always do that
// before and after the compute dispatch.
_cpBindingsManager.Rebind();
_cpBindingsManager.CommitBindings();
_gpBindingsManager.Rebind();
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}
/// <summary>
/// Commits bindings on the graphics pipeline.
/// </summary>
public void CommitGraphicsBindings()
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{
_gpBindingsManager.CommitBindings();
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UpdateRenderTargets();
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}
/// <summary>
/// Gets a texture descriptor used on the compute pipeline.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
{
return _cpBindingsManager.GetTextureDescriptor(state, 0, handle);
}
/// <summary>
/// Gets a texture descriptor used on the graphics pipeline.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
{
return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
}
/// <summary>
/// Update host framebuffer attachments based on currently bound render target buffers.
/// </summary>
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private void UpdateRenderTargets()
{
bool anyChanged = false;
if (_rtHostDs != _rtDepthStencil?.HostTexture)
{
_rtHostDs = _rtDepthStencil?.HostTexture;
anyChanged = true;
}
for (int index = 0; index < _rtColors.Length; index++)
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{
ITexture hostTexture = _rtColors[index]?.HostTexture;
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if (_rtHostColors[index] != hostTexture)
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{
_rtHostColors[index] = hostTexture;
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anyChanged = true;
}
}
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if (anyChanged)
{
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="copyTexture">Copy texture to find or create</param>
/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(CopyTexture copyTexture)
{
ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
if (address == MemoryManager.BadAddress)
{
return null;
}
int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
FormatInfo formatInfo = copyTexture.Format.Convert();
int width;
if (copyTexture.LinearLayout)
{
width = copyTexture.Stride / formatInfo.BytesPerPixel;
}
else
{
width = copyTexture.Width;
}
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TextureInfo info = new TextureInfo(
address,
width,
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copyTexture.Height,
copyTexture.Depth,
1,
1,
1,
copyTexture.Stride,
copyTexture.LinearLayout,
gobBlocksInY,
gobBlocksInZ,
1,
Target.Texture2D,
formatInfo);
Texture texture = FindOrCreateTexture(info, TextureSearchFlags.IgnoreMs);
texture.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY)
{
ulong address = _context.MemoryManager.Translate(colorState.Address.Pack());
if (address == MemoryManager.BadAddress)
{
return null;
}
bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
Target target;
if (colorState.MemoryLayout.UnpackIsTarget3D())
{
target = Target.Texture3D;
}
else if ((samplesInX | samplesInY) != 1)
{
target = colorState.Depth > 1
? Target.Texture2DMultisampleArray
: Target.Texture2DMultisample;
}
else
{
target = colorState.Depth > 1
? Target.Texture2DArray
: Target.Texture2D;
}
FormatInfo formatInfo = colorState.Format.Convert();
int width, stride;
// For linear textures, the width value is actually the stride.
// We can easily get the width by dividing the stride by the bpp,
// since the stride is the total number of bytes occupied by a
// line. The stride should also meet alignment constraints however,
// so the width we get here is the aligned width.
if (isLinear)
{
width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
stride = colorState.WidthOrStride;
}
else
{
width = colorState.WidthOrStride;
stride = 0;
}
TextureInfo info = new TextureInfo(
address,
width,
colorState.Height,
colorState.Depth,
1,
samplesInX,
samplesInY,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
Texture texture = FindOrCreateTexture(info);
texture.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
/// <param name="size">Size of the depth-stencil texture</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY)
{
ulong address = _context.MemoryManager.Translate(dsState.Address.Pack());
if (address == MemoryManager.BadAddress)
{
return null;
}
int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
Target target = (samplesInX | samplesInY) != 1
? Target.Texture2DMultisample
: Target.Texture2D;
FormatInfo formatInfo = dsState.Format.Convert();
TextureInfo info = new TextureInfo(
address,
size.Width,
size.Height,
size.Depth,
1,
samplesInX,
samplesInY,
0,
false,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
Texture texture = FindOrCreateTexture(info);
texture.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="info">Texture information of the texture to be found or created</param>
/// <param name="flags">The texture search flags, defines texture comparison rules</param>
/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
{
bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
// Try to find a perfect texture match, with the same address and parameters.
int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
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for (int index = 0; index < sameAddressOverlapsCount; index++)
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{
Texture overlap = _textureOverlaps[index];
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if (overlap.IsPerfectMatch(info, flags))
{
if (!isSamplerTexture)
{
// If not a sampler texture, it is managed by the auto delete
// cache, ensure that it is on the "top" of the list to avoid
// deletion.
_cache.Lift(overlap);
}
else if (!overlap.SizeMatches(info))
{
// If this is used for sampling, the size must match,
// otherwise the shader would sample garbage data.
// To fix that, we create a new texture with the correct
// size, and copy the data from the old one to the new one.
overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
}
return overlap;
}
}
// Calculate texture sizes, used to find all overlapping textures.
SizeInfo sizeInfo;
if (info.Target == Target.TextureBuffer)
{
sizeInfo = new SizeInfo(info.Width * info.FormatInfo.BytesPerPixel);
}
else if (info.IsLinear)
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{
sizeInfo = SizeCalculator.GetLinearTextureSize(
info.Stride,
info.Height,
info.FormatInfo.BlockHeight);
}
else
{
sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
info.Width,
info.Height,
info.GetDepth(),
info.Levels,
info.GetLayers(),
info.FormatInfo.BlockWidth,
info.FormatInfo.BlockHeight,
info.FormatInfo.BytesPerPixel,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX);
}
// Find view compatible matches.
ulong size = (ulong)sizeInfo.TotalSize;
int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
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Texture texture = null;
for (int index = 0; index < overlapsCount; index++)
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{
Texture overlap = _textureOverlaps[index];
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if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
{
if (!isSamplerTexture)
{
info = AdjustSizes(overlap, info, firstLevel);
}
texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);
if (IsTextureModified(overlap))
{
CacheTextureModified(texture);
}
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// The size only matters (and is only really reliable) when the
// texture is used on a sampler, because otherwise the size will be
// aligned.
if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture)
{
texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
}
break;
}
}
// No match, create a new texture.
if (texture == null)
{
texture = new Texture(_context, info, sizeInfo);
// We need to synchronize before copying the old view data to the texture,
// otherwise the copied data would be overwritten by a future synchronization.
texture.SynchronizeMemory();
for (int index = 0; index < overlapsCount; index++)
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{
Texture overlap = _textureOverlaps[index];
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if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
{
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);
ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel);
overlap.HostTexture.CopyTo(newView, 0, 0);
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// Inherit modification from overlapping texture, do that before replacing
// the view since the replacement operation removes it from the list.
if (IsTextureModified(overlap))
{
CacheTextureModified(texture);
}
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overlap.ReplaceView(texture, overlapInfo, newView);
}
}
// If the texture is a 3D texture, we need to additionally copy any slice
// of the 3D texture to the newly created 3D texture.
if (info.Target == Target.Texture3D)
{
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
if (texture.IsViewCompatible(
overlap.Info,
overlap.Size,
isCopy: true,
out int firstLayer,
out int firstLevel))
{
overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);
if (IsTextureModified(overlap))
{
CacheTextureModified(texture);
}
}
}
}
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}
// Sampler textures are managed by the texture pool, all other textures
// are managed by the auto delete cache.
if (!isSamplerTexture)
{
_cache.Add(texture);
texture.Modified += CacheTextureModified;
texture.Disposed += CacheTextureDisposed;
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}
_textures.Add(texture);
ShrinkOverlapsBufferIfNeeded();
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return texture;
}
/// <summary>
/// Checks if a texture was modified by the host GPU.
/// </summary>
/// <param name="texture">Texture to be checked</param>
/// <returns>True if the texture was modified by the host GPU, false otherwise</returns>
public bool IsTextureModified(Texture texture)
{
return _modified.Contains(texture);
}
/// <summary>
/// Signaled when a cache texture is modified, and adds it to a set to be enumerated when flushing textures.
/// </summary>
/// <param name="texture">The texture that was modified.</param>
private void CacheTextureModified(Texture texture)
{
_modified.Add(texture);
if (texture.Info.IsLinear)
{
_modifiedLinear.Add(texture);
}
}
/// <summary>
/// Signaled when a cache texture is disposed, so it can be removed from the set of modified textures if present.
/// </summary>
/// <param name="texture">The texture that was diosposed.</param>
private void CacheTextureDisposed(Texture texture)
{
_modified.Remove(texture);
if (texture.Info.IsLinear)
{
_modifiedLinear.Remove(texture);
}
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Adjusts the size of the texture information for a given mipmap level,
/// based on the size of a parent texture.
/// </summary>
/// <param name="parent">The parent texture</param>
/// <param name="info">The texture information to be adjusted</param>
/// <param name="firstLevel">The first level of the texture view</param>
/// <returns>The adjusted texture information with the new size</returns>
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private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
{
// When the texture is used as view of another texture, we must
// ensure that the sizes are valid, otherwise data uploads would fail
// (and the size wouldn't match the real size used on the host API).
// Given a parent texture from where the view is created, we have the
// following rules:
// - The view size must be equal to the parent size, divided by (2 ^ l),
// where l is the first mipmap level of the view. The division result must
// be rounded down, and the result must be clamped to 1.
// - If the parent format is compressed, and the view format isn't, the
// view size is calculated as above, but the width and height of the
// view must be also divided by the compressed format block width and height.
// - If the parent format is not compressed, and the view is, the view
// size is calculated as described on the first point, but the width and height
// of the view must be also multiplied by the block width and height.
int width = Math.Max(1, parent.Info.Width >> firstLevel);
int height = Math.Max(1, parent.Info.Height >> firstLevel);
if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
{
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
}
else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
{
width *= info.FormatInfo.BlockWidth;
height *= info.FormatInfo.BlockHeight;
}
int depthOrLayers;
if (info.Target == Target.Texture3D)
{
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
}
else
{
depthOrLayers = info.DepthOrLayers;
}
return new TextureInfo(
info.Address,
width,
height,
depthOrLayers,
info.Levels,
info.SamplesInX,
info.SamplesInY,
info.Stride,
info.IsLinear,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX,
info.Target,
info.FormatInfo,
info.DepthStencilMode,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Gets a texture creation information from texture information.
/// This can be used to create new host textures.
/// </summary>
/// <param name="info">Texture information</param>
/// <param name="caps">GPU capabilities</param>
/// <returns>The texture creation information</returns>
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public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps)
{
FormatInfo formatInfo = info.FormatInfo;
if (!caps.SupportsAstcCompression)
{
if (formatInfo.Format.IsAstcUnorm())
{
formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4);
}
else if (formatInfo.Format.IsAstcSrgb())
{
formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4);
}
}
if (info.Target == Target.TextureBuffer)
{
// We assume that the host does not support signed normalized format
// (as is the case with OpenGL), so we just use a unsigned format.
// The shader will need the appropriate conversion code to compensate.
switch (formatInfo.Format)
{
case Format.R8Snorm: formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1); break;
case Format.R16Snorm: formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2); break;
case Format.R8G8Snorm: formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2); break;
case Format.R16G16Snorm: formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4); break;
case Format.R8G8B8A8Snorm: formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4); break;
case Format.R16G16B16A16Snorm: formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8); break;
}
}
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int width = info.Width / info.SamplesInX;
int height = info.Height / info.SamplesInY;
int depth = info.GetDepth() * info.GetLayers();
return new TextureCreateInfo(
width,
height,
depth,
info.Levels,
info.Samples,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
formatInfo.Format,
info.DepthStencilMode,
info.Target,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Flushes all the textures in the cache that have been modified since the last call.
/// </summary>
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public void Flush()
{
foreach (Texture texture in _modifiedLinear)
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{
texture.Flush();
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}
_modifiedLinear.Clear();
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}
/// <summary>
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/// Flushes the textures in the cache inside a given range that have been modified since the last call.
/// </summary>
/// <param name="address">The range start address</param>
/// <param name="size">The range size</param>
public void Flush(ulong address, ulong size)
{
foreach (Texture texture in _modified)
{
if (texture.OverlapsWith(address, size))
{
texture.Flush();
}
}
}
/// <summary>
/// Removes a texture from the cache.
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/// </summary>
/// <remarks>
/// This only removes the texture from the internal list, not from the auto-deletion cache.
/// It may still have live references after the removal.
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/// </remarks>
/// <param name="texture">The texture to be removed</param>
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public void RemoveTextureFromCache(Texture texture)
{
_textures.Remove(texture);
}
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/// <summary>
/// Disposes all textures in the cache.
/// It's an error to use the texture manager after disposal.
/// </summary>
public void Dispose()
{
foreach (Texture texture in _textures)
{
_modified.Remove(texture);
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texture.Dispose();
}
}
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}
}