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25fd4ef10e
* Extent bindless elimination to work with masked handles * Extend bindless elimination to catch shifted pattern, refactor handle packing/unpacking
587 lines
No EOL
24 KiB
C#
587 lines
No EOL
24 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture bindings manager.
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/// </summary>
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class TextureBindingsManager : IDisposable
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{
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private const int InitialTextureStateSize = 32;
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private const int InitialImageStateSize = 8;
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private readonly GpuContext _context;
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private readonly bool _isCompute;
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private SamplerPool _samplerPool;
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private SamplerIndex _samplerIndex;
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private ulong _texturePoolAddress;
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private int _texturePoolMaximumId;
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private readonly GpuChannel _channel;
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private readonly TexturePoolCache _texturePoolCache;
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private readonly TextureBindingInfo[][] _textureBindings;
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private readonly TextureBindingInfo[][] _imageBindings;
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private struct TextureStatePerStage
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{
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public ITexture Texture;
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public ISampler Sampler;
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}
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private readonly TextureStatePerStage[][] _textureState;
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private readonly TextureStatePerStage[][] _imageState;
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private int[] _textureBindingsCount;
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private int[] _imageBindingsCount;
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private int _textureBufferIndex;
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private bool _rebind;
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private readonly float[] _scales;
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private bool _scaleChanged;
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/// <summary>
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/// Constructs a new instance of the texture bindings manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
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/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
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/// <param name="poolCache">Texture pools cache used to get texture pools from</param>
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/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
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/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
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public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
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{
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_context = context;
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_channel = channel;
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_texturePoolCache = poolCache;
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_scales = scales;
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_isCompute = isCompute;
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int stages = isCompute ? 1 : Constants.ShaderStages;
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_textureBindings = new TextureBindingInfo[stages][];
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_imageBindings = new TextureBindingInfo[stages][];
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_textureState = new TextureStatePerStage[stages][];
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_imageState = new TextureStatePerStage[stages][];
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_textureBindingsCount = new int[stages];
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_imageBindingsCount = new int[stages];
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for (int stage = 0; stage < stages; stage++)
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{
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_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
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_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
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_textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
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_imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
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}
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}
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/// <summary>
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/// Rents the texture bindings array for a given stage, so that they can be modified.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentTextureBindings(int stage, int count)
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{
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if (count > _textureBindings[stage].Length)
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{
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Array.Resize(ref _textureBindings[stage], count);
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Array.Resize(ref _textureState[stage], count);
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}
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int toClear = Math.Max(_textureBindingsCount[stage], count);
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TextureStatePerStage[] state = _textureState[stage];
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for (int i = 0; i < toClear; i++)
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{
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state[i] = new TextureStatePerStage();
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}
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_textureBindingsCount[stage] = count;
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return _textureBindings[stage];
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}
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/// <summary>
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/// Rents the image bindings array for a given stage, so that they can be modified.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentImageBindings(int stage, int count)
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{
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if (count > _imageBindings[stage].Length)
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{
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Array.Resize(ref _imageBindings[stage], count);
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Array.Resize(ref _imageState[stage], count);
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}
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int toClear = Math.Max(_imageBindingsCount[stage], count);
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TextureStatePerStage[] state = _imageState[stage];
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for (int i = 0; i < toClear; i++)
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{
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state[i] = new TextureStatePerStage();
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}
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_imageBindingsCount[stage] = count;
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return _imageBindings[stage];
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}
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/// <summary>
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/// Sets the textures constant buffer index.
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/// The constant buffer specified holds the texture handles.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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public void SetTextureBufferIndex(int index)
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{
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_textureBufferIndex = index;
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}
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/// <summary>
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/// Sets the current texture sampler pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
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public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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if (gpuVa != 0)
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{
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ulong address = _channel.MemoryManager.Translate(gpuVa);
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if (_samplerPool != null && _samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
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{
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return;
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}
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_samplerPool?.Dispose();
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_samplerPool = new SamplerPool(_context, _channel.MemoryManager.Physical, address, maximumId);
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}
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else
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{
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_samplerPool?.Dispose();
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_samplerPool = null;
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}
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_samplerIndex = samplerIndex;
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}
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/// <summary>
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/// Sets the current texture pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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public void SetTexturePool(ulong gpuVa, int maximumId)
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{
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if (gpuVa != 0)
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{
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ulong address = _channel.MemoryManager.Translate(gpuVa);
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_texturePoolAddress = address;
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_texturePoolMaximumId = maximumId;
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}
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else
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{
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_texturePoolAddress = 0;
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_texturePoolMaximumId = 0;
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}
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}
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/// <summary>
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/// Updates the texture scale for a given texture or image.
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/// </summary>
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/// <param name="texture">Start GPU virtual address of the pool</param>
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/// <param name="binding">The related texture binding</param>
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/// <param name="index">The texture/image binding index</param>
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/// <param name="stage">The active shader stage</param>
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/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
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private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
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{
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float result = 1f;
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bool changed = false;
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if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
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{
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switch (stage)
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{
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case ShaderStage.Fragment:
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if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
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{
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changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
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texture.BlacklistScale();
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break;
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}
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float scale = texture.ScaleFactor;
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if (scale != 1)
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{
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Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
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if (activeTarget != null && activeTarget.Info.Width / (float)texture.Info.Width == activeTarget.Info.Height / (float)texture.Info.Height)
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{
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// 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)
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result = -scale;
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break;
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}
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}
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result = scale;
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break;
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case ShaderStage.Compute:
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if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
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{
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changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
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texture.BlacklistScale();
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}
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result = texture.ScaleFactor;
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break;
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}
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}
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if (result != _scales[index])
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{
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_scaleChanged = true;
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_scales[index] = result;
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}
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return changed;
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}
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/// <summary>
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/// Uploads texture and image scales to the backend when they are used.
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/// </summary>
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/// <param name="stage">Current shader stage</param>
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/// <param name="stageIndex">Shader stage index</param>
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private void CommitRenderScale(ShaderStage stage, int stageIndex)
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{
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if (_scaleChanged)
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{
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_context.Renderer.Pipeline.UpdateRenderScale(stage, _scales, _textureBindingsCount[stageIndex], _imageBindingsCount[stageIndex]);
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_scaleChanged = false;
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}
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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public void CommitBindings()
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{
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ulong texturePoolAddress = _texturePoolAddress;
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TexturePool texturePool = texturePoolAddress != 0
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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if (_isCompute)
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{
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CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
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CommitImageBindings (texturePool, ShaderStage.Compute, 0);
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CommitRenderScale(ShaderStage.Compute, 0);
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}
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else
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{
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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int stageIndex = (int)stage - 1;
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CommitTextureBindings(texturePool, stage, stageIndex);
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CommitImageBindings (texturePool, stage, stageIndex);
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CommitRenderScale(stage, stageIndex);
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}
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}
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_rebind = false;
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}
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/// <summary>
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/// Ensures that the texture bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <param name="stageIndex">The stage number of the specified shader stage</param>
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private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
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{
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int textureCount = _textureBindingsCount[stageIndex];
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if (textureCount == 0)
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{
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return;
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}
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var samplerPool = _samplerPool;
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if (pool == null)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
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return;
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}
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for (int index = 0; index < textureCount; index++)
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{
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TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
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(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
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int textureId = UnpackTextureId(packedId);
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int samplerId;
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if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
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{
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samplerId = textureId;
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}
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else
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{
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samplerId = UnpackSamplerId(packedId);
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}
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Texture texture = pool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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if (UpdateScale(texture, bindingInfo, index, stage))
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{
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hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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}
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_textureState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
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}
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
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}
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Sampler sampler = samplerPool?.Get(samplerId);
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ISampler hostSampler = sampler?.HostSampler;
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if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
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{
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_textureState[stageIndex][index].Sampler = hostSampler;
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_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
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}
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}
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}
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/// <summary>
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/// Ensures that the image bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <param name="stageIndex">The stage number of the specified shader stage</param>
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private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
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{
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int imageCount = _imageBindingsCount[stageIndex];
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if (imageCount == 0)
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{
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return;
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}
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if (pool == null)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
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return;
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}
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// Scales for images appear after the texture ones.
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int baseScaleIndex = _textureBindingsCount[stageIndex];
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for (int index = 0; index < imageCount; index++)
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{
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TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
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(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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Format format = bindingInfo.Format;
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if (format == 0 && texture != null)
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{
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format = texture.Format;
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}
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_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
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}
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else if (isStore)
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{
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texture?.SignalModified();
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}
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if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
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{
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hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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}
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_imageState[stageIndex][index].Texture = hostTexture;
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Format format = bindingInfo.Format;
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if (format == 0 && texture != null)
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{
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format = texture.Format;
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}
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_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
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}
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}
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture handle.
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/// </summary>
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/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
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/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <param name="stageIndex">The stage number where the texture is bound</param>
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/// <param name="handle">The texture handle</param>
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/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
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/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor(
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ulong poolGpuVa,
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int bufferIndex,
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int maximumId,
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int stageIndex,
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int handle,
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int cbufSlot)
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{
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(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
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int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
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int textureId = UnpackTextureId(packedId);
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ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
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TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
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return texturePool.GetDescriptor(textureId);
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}
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/// <summary>
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/// Reads a packed texture and sampler ID (basically, the real texture handle)
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/// from the texture constant buffer.
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/// </summary>
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/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
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/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
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/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
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{
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(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
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ulong textureBufferAddress = _isCompute
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? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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|
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 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 (handleType != TextureHandleType.CombinedSampler)
|
|
{
|
|
ulong samplerBufferAddress = _isCompute
|
|
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
|
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
|
|
|
|
int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
|
|
|
|
if (handleType == TextureHandleType.SeparateSamplerId)
|
|
{
|
|
samplerHandle <<= 20;
|
|
}
|
|
|
|
handle |= samplerHandle;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all textures and samplers in the cache.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
_samplerPool?.Dispose();
|
|
}
|
|
}
|
|
} |