using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using Ryujinx.Graphics.Texture.Astc;
using Ryujinx.Memory;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Numerics;
namespace Ryujinx.Graphics.Gpu.Image
{
///
/// Represents a cached GPU texture.
///
class Texture : IMultiRangeItem, IDisposable
{
// How many updates we need before switching to the byte-by-byte comparison
// modification check method.
// This method uses much more memory so we want to avoid it if possible.
private const int ByteComparisonSwitchThreshold = 4;
private const int MinLevelsForForceAnisotropy = 5;
private struct TexturePoolOwner
{
public TexturePool Pool;
public int ID;
}
private GpuContext _context;
private PhysicalMemory _physicalMemory;
private SizeInfo _sizeInfo;
///
/// Texture format.
///
public Format Format => Info.FormatInfo.Format;
///
/// Texture target.
///
public Target Target { get; private set; }
///
/// Texture width.
///
public int Width { get; private set; }
///
/// Texture height.
///
public int Height { get; private set; }
///
/// Texture information.
///
public TextureInfo Info { get; private set; }
///
/// Set when anisotropic filtering can be forced on the given texture.
///
public bool CanForceAnisotropy { get; private set; }
///
/// Host scale factor.
///
public float ScaleFactor { get; private set; }
///
/// Upscaling mode. Informs if a texture is scaled, or is eligible for scaling.
///
public TextureScaleMode ScaleMode { get; private set; }
///
/// Group that this texture belongs to. Manages read/write memory tracking.
///
public TextureGroup Group { get; private set; }
///
/// Set when a texture has been changed size. This indicates that it may need to be
/// changed again when obtained as a sampler.
///
public bool ChangedSize { get; private set; }
///
/// Set when a texture's GPU VA has ever been partially or fully unmapped.
/// This indicates that the range must be fully checked when matching the texture.
///
public bool ChangedMapping { get; private set; }
///
/// True if the data for this texture must always be flushed when an overlap appears.
/// This is useful if SetData is called directly on this texture, but the data is meant for a future texture.
///
public bool AlwaysFlushOnOverlap { get; private set; }
///
/// Increments when the host texture is swapped, or when the texture is removed from all pools.
///
public int InvalidatedSequence { get; private set; }
private int _depth;
private int _layers;
public int FirstLayer { get; private set; }
public int FirstLevel { get; private set; }
private bool _hasData;
private bool _dirty = true;
private int _updateCount;
private byte[] _currentData;
private bool _modifiedStale = true;
private ITexture _arrayViewTexture;
private Target _arrayViewTarget;
private ITexture _flushHostTexture;
private Texture _viewStorage;
private List _views;
///
/// Host texture.
///
public ITexture HostTexture { get; private set; }
///
/// Intrusive linked list node used on the auto deletion texture cache.
///
public LinkedListNode CacheNode { get; set; }
///
/// Physical memory ranges where the texture data is located.
///
public MultiRange Range { get; private set; }
///
/// Layer size in bytes.
///
public int LayerSize => _sizeInfo.LayerSize;
///
/// Texture size in bytes.
///
public ulong Size => (ulong)_sizeInfo.TotalSize;
///
/// Whether or not the texture belongs is a view.
///
public bool IsView => _viewStorage != this;
private int _referenceCount;
private List _poolOwners;
///
/// Constructs a new instance of the cached GPU texture.
///
/// GPU context that the texture belongs to
/// Physical memory where the texture is mapped
/// Texture information
/// Size information of the texture
/// Physical memory ranges where the texture data is located
/// The first layer of the texture, or 0 if the texture has no parent
/// The first mipmap level of the texture, or 0 if the texture has no parent
/// The floating point scale factor to initialize with
/// The scale mode to initialize with
private Texture(
GpuContext context,
PhysicalMemory physicalMemory,
TextureInfo info,
SizeInfo sizeInfo,
MultiRange range,
int firstLayer,
int firstLevel,
float scaleFactor,
TextureScaleMode scaleMode)
{
InitializeTexture(context, physicalMemory, info, sizeInfo, range);
FirstLayer = firstLayer;
FirstLevel = firstLevel;
ScaleFactor = scaleFactor;
ScaleMode = scaleMode;
InitializeData(true);
}
///
/// Constructs a new instance of the cached GPU texture.
///
/// GPU context that the texture belongs to
/// Physical memory where the texture is mapped
/// Texture information
/// Size information of the texture
/// Physical memory ranges where the texture data is located
/// The scale mode to initialize with. If scaled, the texture's data is loaded immediately and scaled up
public Texture(
GpuContext context,
PhysicalMemory physicalMemory,
TextureInfo info,
SizeInfo sizeInfo,
MultiRange range,
TextureScaleMode scaleMode)
{
ScaleFactor = 1f; // Texture is first loaded at scale 1x.
ScaleMode = scaleMode;
InitializeTexture(context, physicalMemory, info, sizeInfo, range);
}
///
/// Common texture initialization method.
/// This sets the context, info and sizeInfo fields.
/// Other fields are initialized with their default values.
///
/// GPU context that the texture belongs to
/// Physical memory where the texture is mapped
/// Texture information
/// Size information of the texture
/// Physical memory ranges where the texture data is located
private void InitializeTexture(
GpuContext context,
PhysicalMemory physicalMemory,
TextureInfo info,
SizeInfo sizeInfo,
MultiRange range)
{
_context = context;
_physicalMemory = physicalMemory;
_sizeInfo = sizeInfo;
Range = range;
SetInfo(info);
_viewStorage = this;
_views = new List();
_poolOwners = new List();
}
///
/// Initializes the data for a texture. Can optionally initialize the texture with or without data.
/// If the texture is a view, it will initialize memory tracking to be non-dirty.
///
/// True if the texture is a view, false otherwise
/// True if the texture is to be initialized with data
public void InitializeData(bool isView, bool withData = false)
{
withData |= Group != null && Group.FlushIncompatibleOverlapsIfNeeded();
if (withData)
{
Debug.Assert(!isView);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
SynchronizeMemory(); // Load the data.
if (ScaleMode == TextureScaleMode.Scaled)
{
SetScale(GraphicsConfig.ResScale); // Scale the data up.
}
}
else
{
_hasData = true;
if (!isView)
{
// Don't update this texture the next time we synchronize.
CheckModified(true);
if (ScaleMode == TextureScaleMode.Scaled)
{
// Don't need to start at 1x as there is no data to scale, just go straight to the target scale.
ScaleFactor = GraphicsConfig.ResScale;
}
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
}
}
}
///
/// Initialize a new texture group with this texture as storage.
///
/// True if the texture will have layer views
/// True if the texture will have mip views
/// Groups that overlap with this one but are incompatible
public void InitializeGroup(bool hasLayerViews, bool hasMipViews, List incompatibleOverlaps)
{
Group = new TextureGroup(_context, _physicalMemory, this, incompatibleOverlaps);
Group.Initialize(ref _sizeInfo, hasLayerViews, hasMipViews);
}
///
/// Create a texture view from this texture.
/// A texture view is defined as a child texture, from a sub-range of their parent texture.
/// For example, the initial layer and mipmap level of the view can be defined, so the texture
/// will start at the given layer/level of the parent texture.
///
/// Child texture information
/// Child texture size information
/// Physical memory ranges where the texture data is located
/// Start layer of the child texture on the parent texture
/// Start mipmap level of the child texture on the parent texture
/// The child texture
public Texture CreateView(TextureInfo info, SizeInfo sizeInfo, MultiRange range, int firstLayer, int firstLevel)
{
Texture texture = new Texture(
_context,
_physicalMemory,
info,
sizeInfo,
range,
FirstLayer + firstLayer,
FirstLevel + firstLevel,
ScaleFactor,
ScaleMode);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(info, _context.Capabilities, ScaleFactor);
texture.HostTexture = HostTexture.CreateView(createInfo, firstLayer, firstLevel);
_viewStorage.AddView(texture);
return texture;
}
///
/// Adds a child texture to this texture.
///
/// The child texture
private void AddView(Texture texture)
{
IncrementReferenceCount();
_views.Add(texture);
texture._viewStorage = this;
Group.UpdateViews(_views);
if (texture.Group != null && texture.Group != Group)
{
if (texture.Group.Storage == texture)
{
// This texture's group is no longer used.
Group.Inherit(texture.Group);
texture.Group.Dispose();
}
}
texture.Group = Group;
}
///
/// Removes a child texture from this texture.
///
/// The child texture
private void RemoveView(Texture texture)
{
_views.Remove(texture);
texture._viewStorage = texture;
DecrementReferenceCount();
}
///
/// Create a copy dependency to a texture that is view compatible with this one.
/// When either texture is modified, the texture data will be copied to the other to keep them in sync.
/// This is essentially an emulated view, useful for handling multiple view parents or format incompatibility.
/// This also forces a copy on creation, to or from the given texture to get them in sync immediately.
///
/// The view compatible texture to create a dependency to
/// The base layer of the given texture relative to this one
/// The base level of the given texture relative to this one
/// True if this texture is first copied to the given one, false for the opposite direction
public void CreateCopyDependency(Texture contained, int layer, int level, bool copyTo)
{
if (contained.Group == Group)
{
return;
}
Group.CreateCopyDependency(contained, FirstLayer + layer, FirstLevel + level, copyTo);
}
///
/// Changes the texture size.
///
///
/// This operation may also change the size of all mipmap levels, including from the parent
/// and other possible child textures, to ensure that all sizes are consistent.
///
/// The new texture width
/// The new texture height
/// The new texture depth (for 3D textures) or layers (for layered textures)
public void ChangeSize(int width, int height, int depthOrLayers)
{
int blockWidth = Info.FormatInfo.BlockWidth;
int blockHeight = Info.FormatInfo.BlockHeight;
width <<= FirstLevel;
height <<= FirstLevel;
if (Target == Target.Texture3D)
{
depthOrLayers <<= FirstLevel;
}
else
{
depthOrLayers = _viewStorage.Info.DepthOrLayers;
}
_viewStorage.RecreateStorageOrView(width, height, blockWidth, blockHeight, depthOrLayers);
foreach (Texture view in _viewStorage._views)
{
int viewWidth = Math.Max(1, width >> view.FirstLevel);
int viewHeight = Math.Max(1, height >> view.FirstLevel);
int viewDepthOrLayers;
if (view.Info.Target == Target.Texture3D)
{
viewDepthOrLayers = Math.Max(1, depthOrLayers >> view.FirstLevel);
}
else
{
viewDepthOrLayers = view.Info.DepthOrLayers;
}
view.RecreateStorageOrView(viewWidth, viewHeight, blockWidth, blockHeight, viewDepthOrLayers);
}
}
///
/// Recreates the texture storage (or view, in the case of child textures) of this texture.
/// This allows recreating the texture with a new size.
/// A copy is automatically performed from the old to the new texture.
///
/// The new texture width
/// The new texture height
/// The block width related to the given width
/// The block height related to the given height
/// The new texture depth (for 3D textures) or layers (for layered textures)
private void RecreateStorageOrView(int width, int height, int blockWidth, int blockHeight, int depthOrLayers)
{
RecreateStorageOrView(
BitUtils.DivRoundUp(width * Info.FormatInfo.BlockWidth, blockWidth),
BitUtils.DivRoundUp(height * Info.FormatInfo.BlockHeight, blockHeight),
depthOrLayers);
}
///
/// Recreates the texture storage (or view, in the case of child textures) of this texture.
/// This allows recreating the texture with a new size.
/// A copy is automatically performed from the old to the new texture.
///
/// The new texture width
/// The new texture height
/// The new texture depth (for 3D textures) or layers (for layered textures)
private void RecreateStorageOrView(int width, int height, int depthOrLayers)
{
ChangedSize = true;
SetInfo(new TextureInfo(
Info.GpuAddress,
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));
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
if (_viewStorage != this)
{
ReplaceStorage(_viewStorage.HostTexture.CreateView(createInfo, FirstLayer, FirstLevel));
}
else
{
ITexture newStorage = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
HostTexture.CopyTo(newStorage, 0, 0);
ReplaceStorage(newStorage);
}
}
///
/// Blacklists this texture from being scaled. Resets its scale to 1 if needed.
///
public void BlacklistScale()
{
ScaleMode = TextureScaleMode.Blacklisted;
SetScale(1f);
}
///
/// Propagates the scale between this texture and another to ensure they have the same scale.
/// If one texture is blacklisted from scaling, the other will become blacklisted too.
///
/// The other texture
public void PropagateScale(Texture other)
{
if (other.ScaleMode == TextureScaleMode.Blacklisted || ScaleMode == TextureScaleMode.Blacklisted)
{
BlacklistScale();
other.BlacklistScale();
}
else
{
// Prefer the configured scale if present. If not, prefer the max.
float targetScale = GraphicsConfig.ResScale;
float sharedScale = (ScaleFactor == targetScale || other.ScaleFactor == targetScale) ? targetScale : Math.Max(ScaleFactor, other.ScaleFactor);
SetScale(sharedScale);
other.SetScale(sharedScale);
}
}
///
/// Copy the host texture to a scaled one. If a texture is not provided, create it with the given scale.
///
/// Scale factor
/// Texture to use instead of creating one
/// A host texture containing a scaled version of this texture
private ITexture GetScaledHostTexture(float scale, ITexture storage = null)
{
if (storage == null)
{
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, scale);
storage = _context.Renderer.CreateTexture(createInfo, scale);
}
HostTexture.CopyTo(storage, new Extents2D(0, 0, HostTexture.Width, HostTexture.Height), new Extents2D(0, 0, storage.Width, storage.Height), true);
return storage;
}
///
/// Sets the Scale Factor on this texture, and immediately recreates it at the correct size.
/// When a texture is resized, a scaled copy is performed from the old texture to the new one, to ensure no data is lost.
/// If scale is equivalent, this only propagates the blacklisted/scaled mode.
/// If called on a view, its storage is resized instead.
/// When resizing storage, all texture views are recreated.
///
/// The new scale factor for this texture
public void SetScale(float scale)
{
bool unscaled = ScaleMode == TextureScaleMode.Blacklisted || (ScaleMode == TextureScaleMode.Undesired && scale == 1);
TextureScaleMode newScaleMode = unscaled ? ScaleMode : TextureScaleMode.Scaled;
if (_viewStorage != this)
{
_viewStorage.ScaleMode = newScaleMode;
_viewStorage.SetScale(scale);
return;
}
if (ScaleFactor != scale)
{
Logger.Debug?.Print(LogClass.Gpu, $"Rescaling {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()} to ({ScaleFactor} to {scale}). ");
ScaleFactor = scale;
ITexture newStorage = GetScaledHostTexture(ScaleFactor);
Logger.Debug?.Print(LogClass.Gpu, $" Copy performed: {HostTexture.Width}x{HostTexture.Height} to {newStorage.Width}x{newStorage.Height}");
ReplaceStorage(newStorage);
// All views must be recreated against the new storage.
foreach (var view in _views)
{
Logger.Debug?.Print(LogClass.Gpu, $" Recreating view {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()}.");
view.ScaleFactor = scale;
TextureCreateInfo viewCreateInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, scale);
ITexture newView = HostTexture.CreateView(viewCreateInfo, view.FirstLayer - FirstLayer, view.FirstLevel - FirstLevel);
view.ReplaceStorage(newView);
view.ScaleMode = newScaleMode;
}
}
if (ScaleMode != newScaleMode)
{
ScaleMode = newScaleMode;
foreach (var view in _views)
{
view.ScaleMode = newScaleMode;
}
}
}
///
/// Checks if the memory for this texture was modified, and returns true if it was.
/// The modified flags are optionally consumed as a result.
///
/// True to consume the dirty flags and reprotect, false to leave them as is
/// True if the texture was modified, false otherwise.
public bool CheckModified(bool consume)
{
return Group.CheckDirty(this, consume);
}
///
/// Synchronizes guest and host memory.
/// This will overwrite the texture data with the texture data on the guest memory, if a CPU
/// modification is detected.
/// Be aware that this can cause texture data written by the GPU to be lost, this is just a
/// one way copy (from CPU owned to GPU owned memory).
///
public void SynchronizeMemory()
{
if (Target == Target.TextureBuffer)
{
return;
}
if (!_dirty)
{
return;
}
_dirty = false;
if (_hasData)
{
Group.SynchronizeMemory(this);
}
else
{
Group.CheckDirty(this, true);
SynchronizeFull();
}
}
///
/// Signal that this texture is dirty, indicating that the texture group must be checked.
///
public void SignalGroupDirty()
{
_dirty = true;
}
///
/// Signal that the modified state is dirty, indicating that the texture group should be notified when it changes.
///
public void SignalModifiedDirty()
{
_modifiedStale = true;
}
///
/// Fully synchronizes guest and host memory.
/// This will replace the entire texture with the data present in guest memory.
///
public void SynchronizeFull()
{
if (_hasData)
{
BlacklistScale();
}
ReadOnlySpan data = _physicalMemory.GetSpan(Range);
// If the host does not support ASTC compression, we need to do the decompression.
// The decompression is slow, so we want to avoid it as much as possible.
// This does a byte-by-byte check and skips the update if the data is equal in this case.
// This improves the speed on applications that overwrites ASTC data without changing anything.
if (Info.FormatInfo.Format.IsAstc() && !_context.Capabilities.SupportsAstcCompression)
{
if (_updateCount < ByteComparisonSwitchThreshold)
{
_updateCount++;
}
else
{
bool dataMatches = _currentData != null && data.SequenceEqual(_currentData);
if (dataMatches)
{
return;
}
_currentData = data.ToArray();
}
}
SpanOrArray result = ConvertToHostCompatibleFormat(data);
HostTexture.SetData(result);
_hasData = true;
}
///
/// Uploads new texture data to the host GPU.
///
/// New data
public void SetData(SpanOrArray data)
{
BlacklistScale();
Group.CheckDirty(this, true);
AlwaysFlushOnOverlap = true;
HostTexture.SetData(data);
_hasData = true;
}
///
/// Uploads new texture data to the host GPU for a specific layer/level.
///
/// New data
/// Target layer
/// Target level
public void SetData(SpanOrArray data, int layer, int level)
{
BlacklistScale();
HostTexture.SetData(data, layer, level);
_currentData = null;
_hasData = true;
}
///
/// Uploads new texture data to the host GPU for a specific layer/level and 2D sub-region.
///
/// New data
/// Target layer
/// Target level
/// Target sub-region of the texture to update
public void SetData(ReadOnlySpan data, int layer, int level, Rectangle region)
{
BlacklistScale();
HostTexture.SetData(data, layer, level, region);
_currentData = null;
_hasData = true;
}
///
/// Converts texture data to a format and layout that is supported by the host GPU.
///
/// Data to be converted
/// Mip level to convert
/// True to convert a single slice
/// Converted data
public SpanOrArray ConvertToHostCompatibleFormat(ReadOnlySpan data, int level = 0, bool single = false)
{
int width = Info.Width;
int height = Info.Height;
int depth = _depth;
int layers = single ? 1 : _layers;
int levels = single ? 1 : (Info.Levels - level);
width = Math.Max(width >> level, 1);
height = Math.Max(height >> level, 1);
depth = Math.Max(depth >> level, 1);
SpanOrArray result;
if (Info.IsLinear)
{
result = LayoutConverter.ConvertLinearStridedToLinear(
width,
height,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.Stride,
Info.Stride,
Info.FormatInfo.BytesPerPixel,
data);
}
else
{
result = LayoutConverter.ConvertBlockLinearToLinear(
width,
height,
depth,
single ? 1 : depth,
levels,
layers,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.FormatInfo.BytesPerPixel,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
_sizeInfo,
data);
}
// Handle compressed cases not supported by the host:
// - ASTC is usually not supported on desktop cards.
// - BC4/BC5 is not supported on 3D textures.
if (!_context.Capabilities.SupportsAstcCompression && Format.IsAstc())
{
if (!AstcDecoder.TryDecodeToRgba8P(
result.ToArray(),
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
width,
height,
depth,
levels,
layers,
out byte[] decoded))
{
string texInfo = $"{Info.Target} {Info.FormatInfo.Format} {Info.Width}x{Info.Height}x{Info.DepthOrLayers} levels {Info.Levels}";
Logger.Debug?.Print(LogClass.Gpu, $"Invalid ASTC texture at 0x{Info.GpuAddress:X} ({texInfo}).");
}
if (GraphicsConfig.EnableTextureRecompression)
{
decoded = BCnEncoder.EncodeBC7(decoded, width, height, depth, levels, layers);
}
result = decoded;
}
else if (!_context.Capabilities.SupportsEtc2Compression && Format.IsEtc2())
{
switch (Format)
{
case Format.Etc2RgbaSrgb:
case Format.Etc2RgbaUnorm:
result = ETC2Decoder.DecodeRgba(result, width, height, depth, levels, layers);
break;
case Format.Etc2RgbPtaSrgb:
case Format.Etc2RgbPtaUnorm:
result = ETC2Decoder.DecodePta(result, width, height, depth, levels, layers);
break;
case Format.Etc2RgbSrgb:
case Format.Etc2RgbUnorm:
result = ETC2Decoder.DecodeRgb(result, width, height, depth, levels, layers);
break;
}
}
else if (!TextureCompatibility.HostSupportsBcFormat(Format, Target, _context.Capabilities))
{
switch (Format)
{
case Format.Bc1RgbaSrgb:
case Format.Bc1RgbaUnorm:
result = BCnDecoder.DecodeBC1(result, width, height, depth, levels, layers);
break;
case Format.Bc2Srgb:
case Format.Bc2Unorm:
result = BCnDecoder.DecodeBC2(result, width, height, depth, levels, layers);
break;
case Format.Bc3Srgb:
case Format.Bc3Unorm:
result = BCnDecoder.DecodeBC3(result, width, height, depth, levels, layers);
break;
case Format.Bc4Snorm:
case Format.Bc4Unorm:
result = BCnDecoder.DecodeBC4(result, width, height, depth, levels, layers, Format == Format.Bc4Snorm);
break;
case Format.Bc5Snorm:
case Format.Bc5Unorm:
result = BCnDecoder.DecodeBC5(result, width, height, depth, levels, layers, Format == Format.Bc5Snorm);
break;
case Format.Bc6HSfloat:
case Format.Bc6HUfloat:
result = BCnDecoder.DecodeBC6(result, width, height, depth, levels, layers, Format == Format.Bc6HSfloat);
break;
case Format.Bc7Srgb:
case Format.Bc7Unorm:
result = BCnDecoder.DecodeBC7(result, width, height, depth, levels, layers);
break;
}
}
else if (!_context.Capabilities.SupportsR4G4Format && Format == Format.R4G4Unorm)
{
result = PixelConverter.ConvertR4G4ToR4G4B4A4(result, width);
if (!_context.Capabilities.SupportsR4G4B4A4Format)
{
result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
}
}
else if (Format == Format.R4G4B4A4Unorm)
{
if (!_context.Capabilities.SupportsR4G4B4A4Format)
{
result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
}
}
else if (!_context.Capabilities.Supports5BitComponentFormat && Format.Is16BitPacked())
{
switch (Format)
{
case Format.B5G6R5Unorm:
case Format.R5G6B5Unorm:
result = PixelConverter.ConvertR5G6B5ToR8G8B8A8(result, width);
break;
case Format.B5G5R5A1Unorm:
case Format.R5G5B5X1Unorm:
case Format.R5G5B5A1Unorm:
result = PixelConverter.ConvertR5G5B5ToR8G8B8A8(result, width, Format == Format.R5G5B5X1Unorm);
break;
case Format.A1B5G5R5Unorm:
result = PixelConverter.ConvertA1B5G5R5ToR8G8B8A8(result, width);
break;
case Format.R4G4B4A4Unorm:
result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
break;
}
}
return result;
}
///
/// Converts texture data from a format and layout that is supported by the host GPU, back into the intended format on the guest GPU.
///
/// Optional output span to convert into
/// Data to be converted
/// Mip level to convert
/// True to convert a single slice
/// Converted data
public ReadOnlySpan ConvertFromHostCompatibleFormat(Span output, ReadOnlySpan data, int level = 0, bool single = false)
{
if (Target != Target.TextureBuffer)
{
int width = Info.Width;
int height = Info.Height;
int depth = _depth;
int layers = single ? 1 : _layers;
int levels = single ? 1 : (Info.Levels - level);
width = Math.Max(width >> level, 1);
height = Math.Max(height >> level, 1);
depth = Math.Max(depth >> level, 1);
if (Info.IsLinear)
{
data = LayoutConverter.ConvertLinearToLinearStrided(
output,
Info.Width,
Info.Height,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.Stride,
Info.FormatInfo.BytesPerPixel,
data);
}
else
{
data = LayoutConverter.ConvertLinearToBlockLinear(
output,
width,
height,
depth,
single ? 1 : depth,
levels,
layers,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.FormatInfo.BytesPerPixel,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
_sizeInfo,
data);
}
}
return data;
}
///
/// Flushes the texture data.
/// This causes the texture data to be written back to guest memory.
/// If the texture was written by the GPU, this includes all modification made by the GPU
/// up to this point.
/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
///
/// Whether or not the flush triggers write tracking. If it doesn't, the texture will not be blacklisted for scaling either.
/// True if data was flushed, false otherwise
public bool FlushModified(bool tracked = true)
{
return TextureCompatibility.CanTextureFlush(Info, _context.Capabilities) && Group.FlushModified(this, tracked);
}
///
/// Flushes the texture data.
/// This causes the texture data to be written back to guest memory.
/// If the texture was written by the GPU, this includes all modification made by the GPU
/// up to this point.
/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
///
/// Whether or not the flush triggers write tracking. If it doesn't, the texture will not be blacklisted for scaling either.
public void Flush(bool tracked)
{
if (TextureCompatibility.CanTextureFlush(Info, _context.Capabilities))
{
FlushTextureDataToGuest(tracked);
}
}
///
/// Gets a host texture to use for flushing the texture, at 1x resolution.
/// If the HostTexture is already at 1x resolution, it is returned directly.
///
/// The host texture to flush
public ITexture GetFlushTexture()
{
ITexture texture = HostTexture;
if (ScaleFactor != 1f)
{
// If needed, create a texture to flush back to host at 1x scale.
texture = _flushHostTexture = GetScaledHostTexture(1f, _flushHostTexture);
}
return texture;
}
///
/// Gets data from the host GPU, and flushes it all to guest memory.
///
///
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
/// When possible, the data is written directly into guest memory, rather than copied.
///
/// True if writing the texture data is tracked, false otherwise
/// The specific host texture to flush. Defaults to this texture
public void FlushTextureDataToGuest(bool tracked, ITexture texture = null)
{
using WritableRegion region = _physicalMemory.GetWritableRegion(Range, tracked);
GetTextureDataFromGpu(region.Memory.Span, tracked, texture);
}
///
/// Gets data from the host GPU.
///
///
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
///
/// An output span to place the texture data into. If empty, one is generated
/// True if the texture should be blacklisted, false otherwise
/// The specific host texture to flush. Defaults to this texture
/// The span containing the texture data
private ReadOnlySpan GetTextureDataFromGpu(Span output, bool blacklist, ITexture texture = null)
{
ReadOnlySpan data;
if (texture != null)
{
data = texture.GetData();
}
else
{
if (blacklist)
{
BlacklistScale();
data = HostTexture.GetData();
}
else if (ScaleFactor != 1f)
{
float scale = ScaleFactor;
SetScale(1f);
data = HostTexture.GetData();
SetScale(scale);
}
else
{
data = HostTexture.GetData();
}
}
data = ConvertFromHostCompatibleFormat(output, data);
return data;
}
///
/// Gets data from the host GPU for a single slice.
///
///
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
///
/// An output span to place the texture data into. If empty, one is generated
/// The layer of the texture to flush
/// The level of the texture to flush
/// True if the texture should be blacklisted, false otherwise
/// The specific host texture to flush. Defaults to this texture
/// The span containing the texture data
public ReadOnlySpan GetTextureDataSliceFromGpu(Span output, int layer, int level, bool blacklist, ITexture texture = null)
{
ReadOnlySpan data;
if (texture != null)
{
data = texture.GetData(layer, level);
}
else
{
if (blacklist)
{
BlacklistScale();
data = HostTexture.GetData(layer, level);
}
else if (ScaleFactor != 1f)
{
float scale = ScaleFactor;
SetScale(1f);
data = HostTexture.GetData(layer, level);
SetScale(scale);
}
else
{
data = HostTexture.GetData(layer, level);
}
}
data = ConvertFromHostCompatibleFormat(output, data, level, true);
return data;
}
///
/// This performs a strict comparison, used to check if this texture is equal to the one supplied.
///
/// Texture information to compare against
/// Comparison flags
/// A value indicating how well this texture matches the given info
public TextureMatchQuality IsExactMatch(TextureInfo info, TextureSearchFlags flags)
{
TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0);
if (matchQuality == TextureMatchQuality.NoMatch)
{
return matchQuality;
}
if (!TextureCompatibility.LayoutMatches(Info, info))
{
return TextureMatchQuality.NoMatch;
}
if (!TextureCompatibility.SizeMatches(Info, info, (flags & TextureSearchFlags.Strict) == 0, FirstLevel))
{
return TextureMatchQuality.NoMatch;
}
if ((flags & TextureSearchFlags.ForSampler) != 0 || (flags & TextureSearchFlags.Strict) != 0)
{
if (!TextureCompatibility.SamplerParamsMatches(Info, info))
{
return TextureMatchQuality.NoMatch;
}
}
if ((flags & TextureSearchFlags.ForCopy) != 0)
{
bool msTargetCompatible = Info.Target == Target.Texture2DMultisample && info.Target == Target.Texture2D;
if (!msTargetCompatible && !TextureCompatibility.TargetAndSamplesCompatible(Info, info))
{
return TextureMatchQuality.NoMatch;
}
}
else if (!TextureCompatibility.TargetAndSamplesCompatible(Info, info))
{
return TextureMatchQuality.NoMatch;
}
return Info.Levels == info.Levels ? matchQuality : TextureMatchQuality.NoMatch;
}
///
/// Check if it's possible to create a view, with the given parameters, from this texture.
///
/// Texture view information
/// Texture view physical memory ranges
/// Layer size on the given texture
/// Host GPU capabilities
/// Texture view initial layer on this texture
/// Texture view first mipmap level on this texture
/// The level of compatiblilty a view with the given parameters created from this texture has
public TextureViewCompatibility IsViewCompatible(TextureInfo info, MultiRange range, int layerSize, Capabilities caps, out int firstLayer, out int firstLevel)
{
TextureViewCompatibility result = TextureViewCompatibility.Full;
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewFormatCompatible(Info, info, caps));
if (result != TextureViewCompatibility.Incompatible)
{
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewTargetCompatible(Info, info, ref caps));
bool bothMs = Info.Target.IsMultisample() && info.Target.IsMultisample();
if (bothMs && (Info.SamplesInX != info.SamplesInX || Info.SamplesInY != info.SamplesInY))
{
result = TextureViewCompatibility.Incompatible;
}
if (result == TextureViewCompatibility.Full && Info.FormatInfo.Format != info.FormatInfo.Format && !_context.Capabilities.SupportsMismatchingViewFormat)
{
// AMD and Intel have a bug where the view format is always ignored;
// they use the parent format instead.
// Create a copy dependency to avoid this issue.
result = TextureViewCompatibility.CopyOnly;
}
}
firstLayer = 0;
firstLevel = 0;
if (result == TextureViewCompatibility.Incompatible)
{
return TextureViewCompatibility.Incompatible;
}
int offset = Range.FindOffset(range);
if (offset < 0 || !_sizeInfo.FindView(offset, out firstLayer, out firstLevel))
{
return TextureViewCompatibility.LayoutIncompatible;
}
if (!TextureCompatibility.ViewLayoutCompatible(Info, info, firstLevel))
{
return TextureViewCompatibility.LayoutIncompatible;
}
if (info.GetSlices() > 1 && LayerSize != layerSize)
{
return TextureViewCompatibility.LayoutIncompatible;
}
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewSizeMatches(Info, info, firstLevel));
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewSubImagesInBounds(Info, info, firstLayer, firstLevel));
return result;
}
///
/// Gets a texture of the specified target type from this texture.
/// This can be used to get an array texture from a non-array texture and vice-versa.
/// If this texture and the requested targets are equal, then this texture Host texture is returned directly.
///
/// The desired target type
/// A view of this texture with the requested target, or null if the target is invalid for this texture
public ITexture GetTargetTexture(Target target)
{
if (target == Target)
{
return HostTexture;
}
if (_arrayViewTexture == null && IsSameDimensionsTarget(target))
{
FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(Info, _context.Capabilities);
TextureCreateInfo createInfo = new TextureCreateInfo(
Info.Width,
Info.Height,
target == Target.CubemapArray ? 6 : 1,
Info.Levels,
Info.Samples,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
formatInfo.Format,
Info.DepthStencilMode,
target,
Info.SwizzleR,
Info.SwizzleG,
Info.SwizzleB,
Info.SwizzleA);
ITexture viewTexture = HostTexture.CreateView(createInfo, 0, 0);
_arrayViewTexture = viewTexture;
_arrayViewTarget = target;
return viewTexture;
}
else if (_arrayViewTarget == target)
{
return _arrayViewTexture;
}
return null;
}
///
/// Determine if this texture can have anisotropic filtering forced.
/// Filtered textures that we might want to force anisotropy on should have a lot of mip levels.
///
/// True if anisotropic filtering can be forced, false otherwise
private bool CanTextureForceAnisotropy()
{
if (!(Target == Target.Texture2D || Target == Target.Texture2DArray))
{
return false;
}
int maxSize = Math.Max(Info.Width, Info.Height);
int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
return Info.Levels >= Math.Min(MinLevelsForForceAnisotropy, maxLevels);
}
///
/// Check if this texture and the specified target have the same number of dimensions.
/// For the purposes of this comparison, 2D and 2D Multisample textures are not considered to have
/// the same number of dimensions. Same for Cubemap and 3D textures.
///
/// The target to compare with
/// True if both targets have the same number of dimensions, false otherwise
private bool IsSameDimensionsTarget(Target target)
{
switch (Info.Target)
{
case Target.Texture1D:
case Target.Texture1DArray:
return target == Target.Texture1D ||
target == Target.Texture1DArray;
case Target.Texture2D:
case Target.Texture2DArray:
return target == Target.Texture2D ||
target == Target.Texture2DArray;
case Target.Cubemap:
case Target.CubemapArray:
return target == Target.Cubemap ||
target == Target.CubemapArray;
case Target.Texture2DMultisample:
case Target.Texture2DMultisampleArray:
return target == Target.Texture2DMultisample ||
target == Target.Texture2DMultisampleArray;
case Target.Texture3D:
return target == Target.Texture3D;
}
return false;
}
///
/// Replaces view texture information.
/// This should only be used for child textures with a parent.
///
/// The parent texture
/// The new view texture information
/// The new host texture
/// The first layer of the view
/// The first level of the view
public void ReplaceView(Texture parent, TextureInfo info, ITexture hostTexture, int firstLayer, int firstLevel)
{
IncrementReferenceCount();
parent._viewStorage.SynchronizeMemory();
// If this texture has views, they must be given to the new parent.
if (_views.Count > 0)
{
Texture[] viewCopy = _views.ToArray();
foreach (Texture view in viewCopy)
{
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
ITexture newView = parent.HostTexture.CreateView(createInfo, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
view.ReplaceView(parent, view.Info, newView, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
}
}
ReplaceStorage(hostTexture);
if (_viewStorage != this)
{
_viewStorage.RemoveView(this);
}
FirstLayer = parent.FirstLayer + firstLayer;
FirstLevel = parent.FirstLevel + firstLevel;
parent._viewStorage.AddView(this);
SetInfo(info);
DecrementReferenceCount();
}
///
/// Sets the internal texture information structure.
///
/// The new texture information
private void SetInfo(TextureInfo info)
{
Info = info;
Target = info.Target;
Width = info.Width;
Height = info.Height;
CanForceAnisotropy = CanTextureForceAnisotropy();
_depth = info.GetDepth();
_layers = info.GetLayers();
}
///
/// Signals that the texture has been modified.
///
public void SignalModified()
{
if (_modifiedStale || Group.HasCopyDependencies)
{
_modifiedStale = false;
Group.SignalModified(this);
}
_physicalMemory.TextureCache.Lift(this);
}
///
/// Signals that a texture has been bound, or has been unbound.
/// During this time, lazy copies will not clear the dirty flag.
///
/// True if the texture has been bound, false if it has been unbound
public void SignalModifying(bool bound)
{
if (_modifiedStale || Group.HasCopyDependencies)
{
_modifiedStale = false;
Group.SignalModifying(this, bound);
}
_physicalMemory.TextureCache.Lift(this);
if (bound)
{
IncrementReferenceCount();
}
else
{
DecrementReferenceCount();
}
}
///
/// Replaces the host texture, while disposing of the old one if needed.
///
/// The new host texture
private void ReplaceStorage(ITexture hostTexture)
{
DisposeTextures();
HostTexture = hostTexture;
}
///
/// Determine if any of this texture's data overlaps with another.
///
/// The texture to check against
/// The view compatibility of the two textures
/// True if any slice of the textures overlap, false otherwise
public bool DataOverlaps(Texture texture, TextureViewCompatibility compatibility)
{
if (compatibility == TextureViewCompatibility.LayoutIncompatible && Info.GobBlocksInZ > 1 && Info.GobBlocksInZ == texture.Info.GobBlocksInZ)
{
// Allow overlapping slices of layout compatible 3D textures with matching GobBlocksInZ, as they are interleaved.
return false;
}
if (texture._sizeInfo.AllOffsets.Length == 1 && _sizeInfo.AllOffsets.Length == 1)
{
return Range.OverlapsWith(texture.Range);
}
MultiRange otherRange = texture.Range;
IEnumerable regions = _sizeInfo.AllRegions().Select((region) => Range.GetSlice((ulong)region.Offset, (ulong)region.Size));
IEnumerable otherRegions = texture._sizeInfo.AllRegions().Select((region) => otherRange.GetSlice((ulong)region.Offset, (ulong)region.Size));
foreach (MultiRange region in regions)
{
foreach (MultiRange otherRegion in otherRegions)
{
if (region.OverlapsWith(otherRegion))
{
return true;
}
}
}
return false;
}
///
/// Increments the texture reference count.
///
public void IncrementReferenceCount()
{
_referenceCount++;
}
///
/// Increments the reference count and records the given texture pool and ID as a pool owner.
///
/// The texture pool this texture has been added to
/// The ID of the reference to this texture in the pool
public void IncrementReferenceCount(TexturePool pool, int id)
{
lock (_poolOwners)
{
_poolOwners.Add(new TexturePoolOwner { Pool = pool, ID = id });
}
_referenceCount++;
}
///
/// Decrements the texture reference count.
/// When the reference count hits zero, the texture may be deleted and can't be used anymore.
///
/// True if the texture is now referenceless, false otherwise
public bool DecrementReferenceCount()
{
int newRefCount = --_referenceCount;
if (newRefCount == 0)
{
if (_viewStorage != this)
{
_viewStorage.RemoveView(this);
}
_physicalMemory.TextureCache.RemoveTextureFromCache(this);
}
Debug.Assert(newRefCount >= 0);
DeleteIfNotUsed();
return newRefCount <= 0;
}
///
/// Decrements the texture reference count, also removing an associated pool owner reference.
/// When the reference count hits zero, the texture may be deleted and can't be used anymore.
///
/// The texture pool this texture is being removed from
/// The ID of the reference to this texture in the pool
/// True if the texture is now referenceless, false otherwise
public bool DecrementReferenceCount(TexturePool pool, int id = -1)
{
lock (_poolOwners)
{
int references = _poolOwners.RemoveAll(entry => entry.Pool == pool && entry.ID == id || id == -1);
if (references == 0)
{
// This reference has already been removed.
return _referenceCount <= 0;
}
Debug.Assert(references == 1);
}
return DecrementReferenceCount();
}
///
/// Forcibly remove this texture from all pools that reference it.
///
/// Indicates if the removal is being done from another thread.
public void RemoveFromPools(bool deferred)
{
lock (_poolOwners)
{
foreach (var owner in _poolOwners)
{
owner.Pool.ForceRemove(this, owner.ID, deferred);
}
_poolOwners.Clear();
}
InvalidatedSequence++;
}
///
/// Delete the texture if it is not used anymore.
/// The texture is considered unused when the reference count is zero,
/// and it has no child views.
///
private void DeleteIfNotUsed()
{
// We can delete the texture as long it is not being used
// in any cache (the reference count is 0 in this case), and
// also all views that may be created from this texture were
// already deleted (views count is 0).
if (_referenceCount == 0 && _views.Count == 0)
{
Dispose();
}
}
///
/// Performs texture disposal, deleting the texture.
///
private void DisposeTextures()
{
InvalidatedSequence++;
_currentData = null;
HostTexture.Release();
_arrayViewTexture?.Release();
_arrayViewTexture = null;
_flushHostTexture?.Release();
_flushHostTexture = null;
}
///
/// Called when the memory for this texture has been unmapped.
/// Calls are from non-gpu threads.
///
/// The range of memory being unmapped
public void Unmapped(MultiRange unmapRange)
{
ChangedMapping = true;
if (Group.Storage == this)
{
Group.ClearModified(unmapRange);
}
RemoveFromPools(true);
// We only want to remove if there's no mapped region of the texture that was modified by the GPU,
// otherwise we could lose data.
if (!Group.AnyModified(this))
{
_physicalMemory.TextureCache.QueueAutoDeleteCacheRemoval(this);
}
}
///
/// Performs texture disposal, deleting the texture.
///
public void Dispose()
{
DisposeTextures();
if (Group.Storage == this)
{
Group.Dispose();
}
}
}
}