mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 11:56:51 +00:00
469 lines
No EOL
19 KiB
C#
469 lines
No EOL
19 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
using Ryujinx.Graphics.Shader;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture bindings manager.
|
|
/// </summary>
|
|
class TextureBindingsManager
|
|
{
|
|
private const int HandleHigh = 16;
|
|
private const int HandleMask = (1 << HandleHigh) - 1;
|
|
|
|
private GpuContext _context;
|
|
|
|
private bool _isCompute;
|
|
|
|
private SamplerPool _samplerPool;
|
|
|
|
private SamplerIndex _samplerIndex;
|
|
|
|
private ulong _texturePoolAddress;
|
|
private int _texturePoolMaximumId;
|
|
|
|
private TexturePoolCache _texturePoolCache;
|
|
|
|
private TextureBindingInfo[][] _textureBindings;
|
|
private TextureBindingInfo[][] _imageBindings;
|
|
|
|
private struct TextureStatePerStage
|
|
{
|
|
public ITexture Texture;
|
|
public ISampler Sampler;
|
|
}
|
|
|
|
private TextureStatePerStage[][] _textureState;
|
|
private TextureStatePerStage[][] _imageState;
|
|
|
|
private int _textureBufferIndex;
|
|
|
|
private bool _rebind;
|
|
|
|
private float[] _scales;
|
|
private bool _scaleChanged;
|
|
|
|
/// <summary>
|
|
/// Constructs a new instance of the texture bindings manager.
|
|
/// </summary>
|
|
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
|
|
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
|
|
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
|
|
public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
|
|
{
|
|
_context = context;
|
|
_texturePoolCache = texturePoolCache;
|
|
_isCompute = isCompute;
|
|
|
|
int stages = isCompute ? 1 : Constants.ShaderStages;
|
|
|
|
_textureBindings = new TextureBindingInfo[stages][];
|
|
_imageBindings = new TextureBindingInfo[stages][];
|
|
|
|
_textureState = new TextureStatePerStage[stages][];
|
|
_imageState = new TextureStatePerStage[stages][];
|
|
|
|
_scales = new float[64];
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
{
|
|
_scales[i] = 1f;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds textures for a given shader stage.
|
|
/// </summary>
|
|
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
|
|
/// <param name="bindings">Texture bindings</param>
|
|
public void SetTextures(int stage, TextureBindingInfo[] bindings)
|
|
{
|
|
_textureBindings[stage] = bindings;
|
|
_textureState[stage] = new TextureStatePerStage[bindings.Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds images for a given shader stage.
|
|
/// </summary>
|
|
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
|
|
/// <param name="bindings">Image bindings</param>
|
|
public void SetImages(int stage, TextureBindingInfo[] bindings)
|
|
{
|
|
_imageBindings[stage] = bindings;
|
|
_imageState[stage] = new TextureStatePerStage[bindings.Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the textures constant buffer index.
|
|
/// The constant buffer specified holds the texture handles.
|
|
/// </summary>
|
|
/// <param name="index">Constant buffer index</param>
|
|
public void SetTextureBufferIndex(int index)
|
|
{
|
|
_textureBufferIndex = index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current texture sampler pool to be used.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
|
|
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
|
|
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
|
|
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
|
|
{
|
|
ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
|
if (_samplerPool != null)
|
|
{
|
|
if (_samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_samplerPool.Dispose();
|
|
}
|
|
|
|
_samplerPool = new SamplerPool(_context, address, maximumId);
|
|
_samplerIndex = samplerIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current texture pool to be used.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
|
|
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
|
|
public void SetTexturePool(ulong gpuVa, int maximumId)
|
|
{
|
|
ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
|
_texturePoolAddress = address;
|
|
_texturePoolMaximumId = maximumId;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the texture scale for a given texture or image.
|
|
/// </summary>
|
|
/// <param name="texture">Start GPU virtual address of the pool</param>
|
|
/// <param name="binding">The related texture binding</param>
|
|
/// <param name="index">The texture/image binding index</param>
|
|
/// <param name="stage">The active shader stage</param>
|
|
/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
|
|
private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
|
|
{
|
|
float result = 1f;
|
|
bool changed = false;
|
|
|
|
if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
|
|
{
|
|
_scaleChanged |= true;
|
|
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
|
|
{
|
|
changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
|
|
texture.BlacklistScale();
|
|
break;
|
|
}
|
|
|
|
float scale = texture.ScaleFactor;
|
|
|
|
TextureManager manager = _context.Methods.TextureManager;
|
|
|
|
if (scale != 1)
|
|
{
|
|
Texture activeTarget = manager.GetAnyRenderTarget();
|
|
|
|
if (activeTarget != null && activeTarget.Info.Width / (float)texture.Info.Width == activeTarget.Info.Height / (float)texture.Info.Height)
|
|
{
|
|
// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
|
|
result = -scale;
|
|
break;
|
|
}
|
|
}
|
|
|
|
result = scale;
|
|
break;
|
|
|
|
case ShaderStage.Compute:
|
|
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
|
|
{
|
|
changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
|
|
texture.BlacklistScale();
|
|
}
|
|
|
|
result = texture.ScaleFactor;
|
|
break;
|
|
}
|
|
}
|
|
|
|
_scales[index] = result;
|
|
return changed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uploads texture and image scales to the backend when they are used.
|
|
/// </summary>
|
|
/// <param name="stage">Current shader stage</param>
|
|
/// <param name="stageIndex">Shader stage index</param>
|
|
private void CommitRenderScale(ShaderStage stage, int stageIndex)
|
|
{
|
|
if (_scaleChanged)
|
|
{
|
|
_context.Renderer.Pipeline.UpdateRenderScale(stage, _scales, _textureBindings[stageIndex]?.Length ?? 0, _imageBindings[stageIndex]?.Length ?? 0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
public void CommitBindings()
|
|
{
|
|
TexturePool texturePool = _texturePoolCache.FindOrCreate(
|
|
_texturePoolAddress,
|
|
_texturePoolMaximumId);
|
|
|
|
if (_isCompute)
|
|
{
|
|
CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
|
|
CommitImageBindings (texturePool, ShaderStage.Compute, 0);
|
|
|
|
CommitRenderScale(ShaderStage.Compute, 0);
|
|
}
|
|
else
|
|
{
|
|
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
|
{
|
|
int stageIndex = (int)stage - 1;
|
|
|
|
CommitTextureBindings(texturePool, stage, stageIndex);
|
|
CommitImageBindings (texturePool, stage, stageIndex);
|
|
|
|
CommitRenderScale(stage, stageIndex);
|
|
}
|
|
}
|
|
|
|
_rebind = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the texture bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="pool">The current texture pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
|
private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
|
{
|
|
if (_textureBindings[stageIndex] == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
|
|
{
|
|
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
|
|
|
|
int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
|
|
|
|
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
|
|
int textureId = UnpackTextureId(packedId);
|
|
int samplerId;
|
|
|
|
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
|
|
{
|
|
samplerId = textureId;
|
|
}
|
|
else
|
|
{
|
|
samplerId = UnpackSamplerId(packedId);
|
|
}
|
|
|
|
Texture texture = pool.Get(textureId);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
|
|
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
|
|
{
|
|
if (UpdateScale(texture, bindingInfo, index, stage))
|
|
{
|
|
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
}
|
|
|
|
_textureState[stageIndex][index].Texture = hostTexture;
|
|
|
|
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
|
|
}
|
|
|
|
if (hostTexture != null && texture.Target == Target.TextureBuffer)
|
|
{
|
|
// Ensure that the buffer texture is using the correct buffer as storage.
|
|
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
|
|
// to ensure we're not using a old buffer that was already deleted.
|
|
_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
|
|
}
|
|
|
|
Sampler sampler = _samplerPool.Get(samplerId);
|
|
|
|
ISampler hostSampler = sampler?.HostSampler;
|
|
|
|
if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
|
|
{
|
|
_textureState[stageIndex][index].Sampler = hostSampler;
|
|
|
|
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the image bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="pool">The current texture pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
|
private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
|
{
|
|
if (_imageBindings[stageIndex] == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Scales for images appear after the texture ones.
|
|
int baseScaleIndex = _textureBindings[stageIndex]?.Length ?? 0;
|
|
|
|
for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
|
|
{
|
|
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
|
|
|
|
int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
|
|
|
|
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
|
|
int textureId = UnpackTextureId(packedId);
|
|
|
|
Texture texture = pool.Get(textureId);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
|
|
if (hostTexture != null && texture.Target == Target.TextureBuffer)
|
|
{
|
|
// Ensure that the buffer texture is using the correct buffer as storage.
|
|
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
|
|
// to ensure we're not using a old buffer that was already deleted.
|
|
_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
|
|
}
|
|
|
|
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
|
|
{
|
|
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
|
|
{
|
|
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
}
|
|
|
|
_imageState[stageIndex][index].Texture = hostTexture;
|
|
|
|
Format format = bindingInfo.Format;
|
|
|
|
if (format == 0 && texture != null)
|
|
{
|
|
format = texture.Format;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture descriptor for a given texture handle.
|
|
/// </summary>
|
|
/// <param name="state">The current GPU state</param>
|
|
/// <param name="stageIndex">The stage number where the texture is bound</param>
|
|
/// <param name="handle">The texture handle</param>
|
|
/// <returns>The texture descriptor for the specified texture</returns>
|
|
public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
|
|
{
|
|
int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex));
|
|
int textureId = UnpackTextureId(packedId);
|
|
|
|
var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
|
|
|
|
ulong poolAddress = _context.MemoryManager.Translate(poolState.Address.Pack());
|
|
|
|
TexturePool texturePool = _texturePoolCache.FindOrCreate(poolAddress, poolState.MaximumId);
|
|
|
|
return texturePool.GetDescriptor(textureId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads a packed texture and sampler ID (basically, the real texture handle)
|
|
/// from the texture constant buffer.
|
|
/// </summary>
|
|
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
|
|
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
|
|
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
|
|
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
|
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex)
|
|
{
|
|
ulong address;
|
|
|
|
var bufferManager = _context.Methods.BufferManager;
|
|
|
|
if (_isCompute)
|
|
{
|
|
address = bufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
|
|
}
|
|
else
|
|
{
|
|
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
|
|
}
|
|
|
|
int handle = _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset & HandleMask) * 4);
|
|
|
|
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
|
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
|
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
|
|
// another offset for the sampler.
|
|
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
|
|
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
|
|
if (wordOffset >> HandleHigh != 0)
|
|
{
|
|
handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpacks the texture ID from the real texture handle.
|
|
/// </summary>
|
|
/// <param name="packedId">The real texture handle</param>
|
|
/// <returns>The texture ID</returns>
|
|
private static int UnpackTextureId(int packedId)
|
|
{
|
|
return (packedId >> 0) & 0xfffff;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpacks the sampler ID from the real texture handle.
|
|
/// </summary>
|
|
/// <param name="packedId">The real texture handle</param>
|
|
/// <returns>The sampler ID</returns>
|
|
private static int UnpackSamplerId(int packedId)
|
|
{
|
|
return (packedId >> 20) & 0xfff;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
|
|
/// </summary>
|
|
public void Rebind()
|
|
{
|
|
_rebind = true;
|
|
}
|
|
}
|
|
} |