mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 16:11:44 +00:00
b530f0e110
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
971 lines
36 KiB
C#
971 lines
36 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// A texture group represents a group of textures that belong to the same storage.
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/// When views are created, this class will track memory accesses for them separately.
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/// The group iteratively adds more granular tracking as views of different kinds are added.
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/// Note that a texture group can be absorbed into another when it becomes a view parent.
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/// </summary>
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class TextureGroup : IDisposable
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{
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private const int StrideAlignment = 32;
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private const int GobAlignment = 64;
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private delegate void HandlesCallbackDelegate(int baseHandle, int regionCount, bool split = false);
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/// <summary>
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/// The storage texture associated with this group.
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/// </summary>
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public Texture Storage { get; }
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/// <summary>
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/// Indicates if the texture has copy dependencies. If true, then all modifications
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/// must be signalled to the group, rather than skipping ones still to be flushed.
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/// </summary>
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public bool HasCopyDependencies { get; set; }
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private GpuContext _context;
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private int[] _allOffsets;
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private int[] _sliceSizes;
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private bool _is3D;
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private bool _hasMipViews;
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private bool _hasLayerViews;
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private int _layers;
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private int _levels;
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private MultiRange TextureRange => Storage.Range;
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/// <summary>
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/// The views list from the storage texture.
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/// </summary>
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private List<Texture> _views;
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private TextureGroupHandle[] _handles;
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private bool[] _loadNeeded;
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/// <summary>
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/// Create a new texture group.
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/// </summary>
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/// <param name="context">GPU context that the texture group belongs to</param>
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/// <param name="storage">The storage texture for this group</param>
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public TextureGroup(GpuContext context, Texture storage)
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{
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Storage = storage;
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_context = context;
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_is3D = storage.Info.Target == Target.Texture3D;
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_layers = storage.Info.GetSlices();
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_levels = storage.Info.Levels;
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}
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/// <summary>
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/// Initialize a new texture group's dirty regions and offsets.
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/// </summary>
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/// <param name="size">Size info for the storage texture</param>
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/// <param name="hasLayerViews">True if the storage will have layer views</param>
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/// <param name="hasMipViews">True if the storage will have mip views</param>
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public void Initialize(ref SizeInfo size, bool hasLayerViews, bool hasMipViews)
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{
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_allOffsets = size.AllOffsets;
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_sliceSizes = size.SliceSizes;
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(_hasLayerViews, _hasMipViews) = PropagateGranularity(hasLayerViews, hasMipViews);
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RecalculateHandleRegions();
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}
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/// <summary>
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/// Consume the dirty flags for a given texture. The state is shared between views of the same layers and levels.
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/// </summary>
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/// <param name="texture">The texture being used</param>
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/// <returns>True if a flag was dirty, false otherwise</returns>
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public bool ConsumeDirty(Texture texture)
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{
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bool dirty = false;
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EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
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{
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for (int i = 0; i < regionCount; i++)
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{
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TextureGroupHandle group = _handles[baseHandle + i];
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foreach (CpuRegionHandle handle in group.Handles)
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{
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if (handle.Dirty)
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{
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handle.Reprotect();
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dirty = true;
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}
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}
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}
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});
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return dirty;
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}
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/// <summary>
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/// Synchronize memory for a given texture.
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/// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.
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/// </summary>
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/// <param name="texture">The texture being used</param>
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public void SynchronizeMemory(Texture texture)
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{
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EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
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{
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bool dirty = false;
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bool anyModified = false;
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for (int i = 0; i < regionCount; i++)
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{
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TextureGroupHandle group = _handles[baseHandle + i];
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bool modified = group.Modified;
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bool handleDirty = false;
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bool handleModified = false;
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foreach (CpuRegionHandle handle in group.Handles)
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{
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if (handle.Dirty)
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{
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handle.Reprotect();
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handleDirty = true;
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}
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else
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{
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handleModified |= modified;
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}
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}
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// Evaluate if any copy dependencies need to be fulfilled. A few rules:
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// If the copy handle needs to be synchronized, prefer our own state.
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// If we need to be synchronized and there is a copy present, prefer the copy.
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if (group.NeedsCopy && group.Copy())
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{
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anyModified |= true; // The copy target has been modified.
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handleDirty = false;
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}
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else
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{
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anyModified |= handleModified;
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dirty |= handleDirty;
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}
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if (group.NeedsCopy)
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{
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// The texture we copied from is still being written to. Copy from it again the next time this texture is used.
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texture.SignalGroupDirty();
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}
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_loadNeeded[baseHandle + i] = handleDirty;
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}
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if (dirty)
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{
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if (_handles.Length > 1 && (anyModified || split))
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{
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// Partial texture invalidation. Only update the layers/levels with dirty flags of the storage.
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SynchronizePartial(baseHandle, regionCount);
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}
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else
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{
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// Full texture invalidation.
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texture.SynchronizeFull();
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}
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}
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});
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}
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/// <summary>
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/// Synchronize part of the storage texture, represented by a given range of handles.
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/// Only handles marked by the _loadNeeded array will be synchronized.
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/// </summary>
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/// <param name="baseHandle">The base index of the range of handles</param>
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/// <param name="regionCount">The number of handles to synchronize</param>
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private void SynchronizePartial(int baseHandle, int regionCount)
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{
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ReadOnlySpan<byte> fullData = _context.PhysicalMemory.GetSpan(Storage.Range);
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for (int i = 0; i < regionCount; i++)
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{
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if (_loadNeeded[baseHandle + i])
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{
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var info = GetHandleInformation(baseHandle + i);
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int offsetIndex = info.Index;
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// Only one of these will be greater than 1, as partial sync is only called when there are sub-image views.
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for (int layer = 0; layer < info.Layers; layer++)
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{
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for (int level = 0; level < info.Levels; level++)
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{
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int offset = _allOffsets[offsetIndex];
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int endOffset = (offsetIndex + 1 == _allOffsets.Length) ? (int)Storage.Size : _allOffsets[offsetIndex + 1];
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int size = endOffset - offset;
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ReadOnlySpan<byte> data = fullData.Slice(offset, size);
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data = Storage.ConvertToHostCompatibleFormat(data, info.BaseLevel, true);
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Storage.SetData(data, info.BaseLayer, info.BaseLevel);
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offsetIndex++;
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}
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}
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}
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}
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}
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/// <summary>
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/// Signal that a texture in the group has been modified by the GPU.
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/// </summary>
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/// <param name="texture">The texture that has been modified</param>
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/// <param name="registerAction">True if the flushing read action should be registered, false otherwise</param>
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public void SignalModified(Texture texture, bool registerAction)
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{
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EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
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{
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for (int i = 0; i < regionCount; i++)
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{
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TextureGroupHandle group = _handles[baseHandle + i];
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group.SignalModified();
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if (registerAction)
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{
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RegisterAction(group);
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}
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}
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});
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}
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/// <summary>
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/// Signal that a texture in the group is actively bound, or has been unbound by the GPU.
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/// </summary>
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/// <param name="texture">The texture that has been modified</param>
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/// <param name="bound">True if this texture is being bound, false if unbound</param>
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/// <param name="registerAction">True if the flushing read action should be registered, false otherwise</param>
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public void SignalModifying(Texture texture, bool bound, bool registerAction)
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{
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EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
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{
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for (int i = 0; i < regionCount; i++)
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{
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TextureGroupHandle group = _handles[baseHandle + i];
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group.SignalModifying(bound);
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if (registerAction)
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{
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RegisterAction(group);
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}
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}
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});
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}
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/// <summary>
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/// Register a read/write action to flush for a texture group.
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/// </summary>
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/// <param name="group">The group to register an action for</param>
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public void RegisterAction(TextureGroupHandle group)
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{
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foreach (CpuRegionHandle handle in group.Handles)
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{
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handle.RegisterAction((address, size) => FlushAction(group, address, size));
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}
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}
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/// <summary>
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/// Propagates the mip/layer view flags depending on the texture type.
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/// When the most granular type of subresource has views, the other type of subresource must be segmented granularly too.
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/// </summary>
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/// <param name="hasLayerViews">True if the storage has layer views</param>
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/// <param name="hasMipViews">True if the storage has mip views</param>
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/// <returns>The input values after propagation</returns>
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private (bool HasLayerViews, bool HasMipViews) PropagateGranularity(bool hasLayerViews, bool hasMipViews)
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{
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if (_is3D)
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{
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hasMipViews |= hasLayerViews;
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}
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else
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{
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hasLayerViews |= hasMipViews;
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}
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return (hasLayerViews, hasMipViews);
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}
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/// <summary>
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/// Evaluate the range of tracking handles which a view texture overlaps with.
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/// </summary>
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/// <param name="texture">The texture to get handles for</param>
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/// <param name="callback">
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/// A function to be called with the base index of the range of handles for the given texture, and the number of handles it covers.
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/// This can be called for multiple disjoint ranges, if required.
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/// </param>
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private void EvaluateRelevantHandles(Texture texture, HandlesCallbackDelegate callback)
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{
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if (texture == Storage || !(_hasMipViews || _hasLayerViews))
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{
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callback(0, _handles.Length);
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return;
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}
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EvaluateRelevantHandles(texture.FirstLayer, texture.FirstLevel, texture.Info.GetSlices(), texture.Info.Levels, callback);
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}
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/// <summary>
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/// Evaluate the range of tracking handles which a view texture overlaps with,
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/// using the view's position and slice/level counts.
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/// </summary>
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/// <param name="firstLayer">The first layer of the texture</param>
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/// <param name="firstLevel">The first level of the texture</param>
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/// <param name="slices">The slice count of the texture</param>
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/// <param name="levels">The level count of the texture</param>
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/// <param name="callback">
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/// A function to be called with the base index of the range of handles for the given texture, and the number of handles it covers.
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/// This can be called for multiple disjoint ranges, if required.
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/// </param>
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private void EvaluateRelevantHandles(int firstLayer, int firstLevel, int slices, int levels, HandlesCallbackDelegate callback)
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{
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int targetLayerHandles = _hasLayerViews ? slices : 1;
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int targetLevelHandles = _hasMipViews ? levels : 1;
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if (_is3D)
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{
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// Future mip levels come after all layers of the last mip level. Each mipmap has less layers (depth) than the last.
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if (!_hasLayerViews)
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{
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// When there are no layer views, the mips are at a consistent offset.
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callback(firstLevel, targetLevelHandles);
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}
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else
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{
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(int levelIndex, int layerCount) = Get3DLevelRange(firstLevel);
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if (levels > 1 && slices < _layers)
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{
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// The given texture only covers some of the depth of multiple mips. (a "depth slice")
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// Callback with each mip's range separately.
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// Can assume that the group is fully subdivided (both slices and levels > 1 for storage)
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while (levels-- > 1)
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{
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callback(firstLayer + levelIndex, slices);
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levelIndex += layerCount;
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layerCount = Math.Max(layerCount >> 1, 1);
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slices = Math.Max(layerCount >> 1, 1);
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}
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}
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else
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{
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int totalSize = Math.Min(layerCount, slices);
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while (levels-- > 1)
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{
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layerCount = Math.Max(layerCount >> 1, 1);
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totalSize += layerCount;
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}
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callback(firstLayer + levelIndex, totalSize);
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}
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}
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}
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else
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{
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// Future layers come after all mipmaps of the last.
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int levelHandles = _hasMipViews ? _levels : 1;
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if (slices > 1 && levels < _levels)
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{
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// The given texture only covers some of the mipmaps of multiple slices. (a "mip slice")
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// Callback with each layer's range separately.
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// Can assume that the group is fully subdivided (both slices and levels > 1 for storage)
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for (int i = 0; i < slices; i++)
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{
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callback(firstLevel + (firstLayer + i) * levelHandles, targetLevelHandles, true);
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}
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}
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else
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{
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callback(firstLevel + firstLayer * levelHandles, targetLevelHandles + (targetLayerHandles - 1) * levelHandles);
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}
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}
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}
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/// <summary>
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/// Get the range of offsets for a given mip level of a 3D texture.
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/// </summary>
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/// <param name="level">The level to return</param>
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/// <returns>Start index and count of offsets for the given level</returns>
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private (int Index, int Count) Get3DLevelRange(int level)
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{
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int index = 0;
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int count = _layers; // Depth. Halves with each mip level.
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while (level-- > 0)
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{
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index += count;
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count = Math.Max(count >> 1, 1);
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}
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return (index, count);
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}
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/// <summary>
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/// Get view information for a single tracking handle.
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/// </summary>
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/// <param name="handleIndex">The index of the handle</param>
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/// <returns>The layers and levels that the handle covers, and its index in the offsets array</returns>
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private (int BaseLayer, int BaseLevel, int Levels, int Layers, int Index) GetHandleInformation(int handleIndex)
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{
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int baseLayer;
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int baseLevel;
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int levels = _hasMipViews ? 1 : _levels;
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int layers = _hasLayerViews ? 1 : _layers;
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int index;
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if (_is3D)
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{
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if (_hasLayerViews)
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{
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// NOTE: Will also have mip views, or only one level in storage.
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index = handleIndex;
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baseLevel = 0;
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int layerLevels = _levels;
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while (handleIndex >= layerLevels)
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{
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handleIndex -= layerLevels;
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baseLevel++;
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layerLevels = Math.Max(layerLevels >> 1, 1);
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}
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baseLayer = handleIndex;
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}
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else
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{
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baseLayer = 0;
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baseLevel = handleIndex;
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(index, _) = Get3DLevelRange(baseLevel);
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}
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}
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else
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{
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baseLevel = _hasMipViews ? handleIndex % _levels : 0;
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baseLayer = _hasMipViews ? handleIndex / _levels : handleIndex;
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index = baseLevel + baseLayer * _levels;
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}
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return (baseLayer, baseLevel, levels, layers, index);
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}
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/// <summary>
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/// Gets the layer and level for a given view.
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/// </summary>
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/// <param name="index">The index of the view</param>
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/// <returns>The layer and level of the specified view</returns>
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private (int BaseLayer, int BaseLevel) GetLayerLevelForView(int index)
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{
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if (_is3D)
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{
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int baseLevel = 0;
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int layerLevels = _layers;
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while (index >= layerLevels)
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{
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index -= layerLevels;
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baseLevel++;
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layerLevels = Math.Max(layerLevels >> 1, 1);
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}
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return (index, baseLevel);
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}
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else
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{
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return (index / _levels, index % _levels);
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}
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}
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/// <summary>
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/// Find the byte offset of a given texture relative to the storage.
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/// </summary>
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/// <param name="texture">The texture to locate</param>
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/// <returns>The offset of the texture in bytes</returns>
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public int FindOffset(Texture texture)
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{
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return _allOffsets[GetOffsetIndex(texture.FirstLayer, texture.FirstLevel)];
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}
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/// <summary>
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/// Find the offset index of a given layer and level.
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/// </summary>
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/// <param name="layer">The view layer</param>
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/// <param name="level">The view level</param>
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/// <returns>The offset index of the given layer and level</returns>
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public int GetOffsetIndex(int layer, int level)
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{
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if (_is3D)
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{
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return layer + Get3DLevelRange(level).Index;
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}
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else
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{
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return level + layer * _levels;
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}
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}
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/// <summary>
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/// The action to perform when a memory tracking handle is flipped to dirty.
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/// This notifies overlapping textures that the memory needs to be synchronized.
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/// </summary>
|
|
/// <param name="groupHandle">The handle that a dirty flag was set on</param>
|
|
private void DirtyAction(TextureGroupHandle groupHandle)
|
|
{
|
|
// Notify all textures that belong to this handle.
|
|
|
|
Storage.SignalGroupDirty();
|
|
|
|
lock (groupHandle.Overlaps)
|
|
{
|
|
foreach (Texture overlap in groupHandle.Overlaps)
|
|
{
|
|
overlap.SignalGroupDirty();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate a CpuRegionHandle for a given address and size range in CPU VA.
|
|
/// </summary>
|
|
/// <param name="address">The start address of the tracked region</param>
|
|
/// <param name="size">The size of the tracked region</param>
|
|
/// <returns>A CpuRegionHandle covering the given range</returns>
|
|
private CpuRegionHandle GenerateHandle(ulong address, ulong size)
|
|
{
|
|
return _context.PhysicalMemory.BeginTracking(address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate a TextureGroupHandle covering a specified range of views.
|
|
/// </summary>
|
|
/// <param name="viewStart">The start view of the handle</param>
|
|
/// <param name="views">The number of views to cover</param>
|
|
/// <returns>A TextureGroupHandle covering the given views</returns>
|
|
private TextureGroupHandle GenerateHandles(int viewStart, int views)
|
|
{
|
|
int offset = _allOffsets[viewStart];
|
|
int endOffset = (viewStart + views == _allOffsets.Length) ? (int)Storage.Size : _allOffsets[viewStart + views];
|
|
int size = endOffset - offset;
|
|
|
|
var result = new List<CpuRegionHandle>();
|
|
|
|
for (int i = 0; i < TextureRange.Count; i++)
|
|
{
|
|
MemoryRange item = TextureRange.GetSubRange(i);
|
|
int subRangeSize = (int)item.Size;
|
|
|
|
int sliceStart = Math.Clamp(offset, 0, subRangeSize);
|
|
int sliceEnd = Math.Clamp(endOffset, 0, subRangeSize);
|
|
|
|
if (sliceStart != sliceEnd)
|
|
{
|
|
result.Add(GenerateHandle(item.Address + (ulong)sliceStart, (ulong)(sliceEnd - sliceStart)));
|
|
}
|
|
|
|
offset -= subRangeSize;
|
|
endOffset -= subRangeSize;
|
|
|
|
if (endOffset <= 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
(int firstLayer, int firstLevel) = GetLayerLevelForView(viewStart);
|
|
|
|
if (_hasLayerViews && _hasMipViews)
|
|
{
|
|
size = _sliceSizes[firstLevel];
|
|
}
|
|
|
|
var groupHandle = new TextureGroupHandle(this, _allOffsets[viewStart], (ulong)size, _views, firstLayer, firstLevel, result.ToArray());
|
|
|
|
foreach (CpuRegionHandle handle in result)
|
|
{
|
|
handle.RegisterDirtyEvent(() => DirtyAction(groupHandle));
|
|
}
|
|
|
|
return groupHandle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the views in this texture group, rebuilding the memory tracking if required.
|
|
/// </summary>
|
|
/// <param name="views">The views list of the storage texture</param>
|
|
public void UpdateViews(List<Texture> views)
|
|
{
|
|
// This is saved to calculate overlapping views for each handle.
|
|
_views = views;
|
|
|
|
bool layerViews = _hasLayerViews;
|
|
bool mipViews = _hasMipViews;
|
|
bool regionsRebuilt = false;
|
|
|
|
if (!(layerViews && mipViews))
|
|
{
|
|
foreach (Texture view in views)
|
|
{
|
|
if (view.Info.GetSlices() < _layers)
|
|
{
|
|
layerViews = true;
|
|
}
|
|
|
|
if (view.Info.Levels < _levels)
|
|
{
|
|
mipViews = true;
|
|
}
|
|
}
|
|
|
|
(layerViews, mipViews) = PropagateGranularity(layerViews, mipViews);
|
|
|
|
if (layerViews != _hasLayerViews || mipViews != _hasMipViews)
|
|
{
|
|
_hasLayerViews = layerViews;
|
|
_hasMipViews = mipViews;
|
|
|
|
RecalculateHandleRegions();
|
|
regionsRebuilt = true;
|
|
}
|
|
}
|
|
|
|
if (!regionsRebuilt)
|
|
{
|
|
// Must update the overlapping views on all handles, but only if they were not just recreated.
|
|
|
|
foreach (TextureGroupHandle handle in _handles)
|
|
{
|
|
handle.RecalculateOverlaps(this, views);
|
|
}
|
|
}
|
|
|
|
Storage.SignalGroupDirty();
|
|
foreach (Texture texture in views)
|
|
{
|
|
texture.SignalGroupDirty();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inherit handle state from an old set of handles, such as modified and dirty flags.
|
|
/// </summary>
|
|
/// <param name="oldHandles">The set of handles to inherit state from</param>
|
|
/// <param name="handles">The set of handles inheriting the state</param>
|
|
private void InheritHandles(TextureGroupHandle[] oldHandles, TextureGroupHandle[] handles)
|
|
{
|
|
foreach (var group in handles)
|
|
{
|
|
foreach (var handle in group.Handles)
|
|
{
|
|
bool dirty = false;
|
|
|
|
foreach (var oldGroup in oldHandles)
|
|
{
|
|
if (group.OverlapsWith(oldGroup.Offset, oldGroup.Size))
|
|
{
|
|
foreach (var oldHandle in oldGroup.Handles)
|
|
{
|
|
if (handle.OverlapsWith(oldHandle.Address, oldHandle.Size))
|
|
{
|
|
dirty |= oldHandle.Dirty;
|
|
}
|
|
}
|
|
|
|
group.Inherit(oldGroup);
|
|
}
|
|
}
|
|
|
|
if (dirty && !handle.Dirty)
|
|
{
|
|
handle.Reprotect(true);
|
|
}
|
|
|
|
if (group.Modified)
|
|
{
|
|
handle.RegisterAction((address, size) => FlushAction(group, address, size));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inherit state from another texture group.
|
|
/// </summary>
|
|
/// <param name="other">The texture group to inherit from</param>
|
|
public void Inherit(TextureGroup other)
|
|
{
|
|
bool layerViews = _hasLayerViews || other._hasLayerViews;
|
|
bool mipViews = _hasMipViews || other._hasMipViews;
|
|
|
|
if (layerViews != _hasLayerViews || mipViews != _hasMipViews)
|
|
{
|
|
_hasLayerViews = layerViews;
|
|
_hasMipViews = mipViews;
|
|
|
|
RecalculateHandleRegions();
|
|
}
|
|
|
|
InheritHandles(other._handles, _handles);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replace the current handles with the new handles. It is assumed that the new handles start dirty.
|
|
/// The dirty flags from the previous handles will be kept.
|
|
/// </summary>
|
|
/// <param name="handles">The handles to replace the current handles with</param>
|
|
private void ReplaceHandles(TextureGroupHandle[] handles)
|
|
{
|
|
if (_handles != null)
|
|
{
|
|
// When replacing handles, they should start as non-dirty.
|
|
|
|
foreach (TextureGroupHandle groupHandle in handles)
|
|
{
|
|
foreach (CpuRegionHandle handle in groupHandle.Handles)
|
|
{
|
|
handle.Reprotect();
|
|
}
|
|
}
|
|
|
|
InheritHandles(_handles, handles);
|
|
|
|
foreach (var oldGroup in _handles)
|
|
{
|
|
foreach (var oldHandle in oldGroup.Handles)
|
|
{
|
|
oldHandle.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
_handles = handles;
|
|
_loadNeeded = new bool[_handles.Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recalculate handle regions for this texture group, and inherit existing state into the new handles.
|
|
/// </summary>
|
|
private void RecalculateHandleRegions()
|
|
{
|
|
TextureGroupHandle[] handles;
|
|
|
|
if (!(_hasMipViews || _hasLayerViews))
|
|
{
|
|
// Single dirty region.
|
|
var cpuRegionHandles = new CpuRegionHandle[TextureRange.Count];
|
|
|
|
for (int i = 0; i < TextureRange.Count; i++)
|
|
{
|
|
var currentRange = TextureRange.GetSubRange(i);
|
|
cpuRegionHandles[i] = GenerateHandle(currentRange.Address, currentRange.Size);
|
|
}
|
|
|
|
var groupHandle = new TextureGroupHandle(this, 0, Storage.Size, _views, 0, 0, cpuRegionHandles);
|
|
|
|
foreach (CpuRegionHandle handle in cpuRegionHandles)
|
|
{
|
|
handle.RegisterDirtyEvent(() => DirtyAction(groupHandle));
|
|
}
|
|
|
|
handles = new TextureGroupHandle[] { groupHandle };
|
|
}
|
|
else
|
|
{
|
|
// Get views for the host texture.
|
|
// It's worth noting that either the texture has layer views or mip views when getting to this point, which simplifies the logic a little.
|
|
// Depending on if the texture is 3d, either the mip views imply that layer views are present (2d) or the other way around (3d).
|
|
// This is enforced by the way the texture matched as a view, so we don't need to check.
|
|
|
|
int layerHandles = _hasLayerViews ? _layers : 1;
|
|
int levelHandles = _hasMipViews ? _levels : 1;
|
|
|
|
int handleIndex = 0;
|
|
|
|
if (_is3D)
|
|
{
|
|
var handlesList = new List<TextureGroupHandle>();
|
|
|
|
for (int i = 0; i < levelHandles; i++)
|
|
{
|
|
for (int j = 0; j < layerHandles; j++)
|
|
{
|
|
(int viewStart, int views) = Get3DLevelRange(i);
|
|
viewStart += j;
|
|
views = _hasLayerViews ? 1 : views; // A layer view is also a mip view.
|
|
|
|
handlesList.Add(GenerateHandles(viewStart, views));
|
|
}
|
|
|
|
layerHandles = Math.Max(1, layerHandles >> 1);
|
|
}
|
|
|
|
handles = handlesList.ToArray();
|
|
}
|
|
else
|
|
{
|
|
handles = new TextureGroupHandle[layerHandles * levelHandles];
|
|
|
|
for (int i = 0; i < layerHandles; i++)
|
|
{
|
|
for (int j = 0; j < levelHandles; j++)
|
|
{
|
|
int viewStart = j + i * _levels;
|
|
int views = _hasMipViews ? 1 : _levels; // A mip view is also a layer view.
|
|
|
|
handles[handleIndex++] = GenerateHandles(viewStart, views);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ReplaceHandles(handles);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensure that there is a handle for each potential texture view. Required for copy dependencies to work.
|
|
/// </summary>
|
|
private void EnsureFullSubdivision()
|
|
{
|
|
if (!(_hasLayerViews && _hasMipViews))
|
|
{
|
|
_hasLayerViews = true;
|
|
_hasMipViews = true;
|
|
|
|
RecalculateHandleRegions();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a copy dependency between this texture group, and a texture at a given layer/level offset.
|
|
/// </summary>
|
|
/// <param name="other">The view compatible texture to create a dependency to</param>
|
|
/// <param name="firstLayer">The base layer of the given texture relative to the storage</param>
|
|
/// <param name="firstLevel">The base level of the given texture relative to the storage</param>
|
|
/// <param name="copyTo">True if this texture is first copied to the given one, false for the opposite direction</param>
|
|
public void CreateCopyDependency(Texture other, int firstLayer, int firstLevel, bool copyTo)
|
|
{
|
|
TextureGroup otherGroup = other.Group;
|
|
|
|
EnsureFullSubdivision();
|
|
otherGroup.EnsureFullSubdivision();
|
|
|
|
// Get the location of each texture within its storage, so we can find the handles to apply the dependency to.
|
|
// This can consist of multiple disjoint regions, for example if this is a mip slice of an array texture.
|
|
|
|
var targetRange = new List<(int BaseHandle, int RegionCount)>();
|
|
var otherRange = new List<(int BaseHandle, int RegionCount)>();
|
|
|
|
EvaluateRelevantHandles(firstLayer, firstLevel, other.Info.GetSlices(), other.Info.Levels, (baseHandle, regionCount, split) => targetRange.Add((baseHandle, regionCount)));
|
|
otherGroup.EvaluateRelevantHandles(other, (baseHandle, regionCount, split) => otherRange.Add((baseHandle, regionCount)));
|
|
|
|
int targetIndex = 0;
|
|
int otherIndex = 0;
|
|
(int Handle, int RegionCount) targetRegion = (0, 0);
|
|
(int Handle, int RegionCount) otherRegion = (0, 0);
|
|
|
|
while (true)
|
|
{
|
|
if (targetRegion.RegionCount == 0)
|
|
{
|
|
if (targetIndex >= targetRange.Count)
|
|
{
|
|
break;
|
|
}
|
|
|
|
targetRegion = targetRange[targetIndex++];
|
|
}
|
|
|
|
if (otherRegion.RegionCount == 0)
|
|
{
|
|
if (otherIndex >= otherRange.Count)
|
|
{
|
|
break;
|
|
}
|
|
|
|
otherRegion = otherRange[otherIndex++];
|
|
}
|
|
|
|
TextureGroupHandle handle = _handles[targetRegion.Handle++];
|
|
TextureGroupHandle otherHandle = other.Group._handles[otherRegion.Handle++];
|
|
|
|
targetRegion.RegionCount--;
|
|
otherRegion.RegionCount--;
|
|
|
|
handle.CreateCopyDependency(otherHandle, copyTo);
|
|
|
|
// If "copyTo" is true, this texture must copy to the other.
|
|
// Otherwise, it must copy to this texture.
|
|
|
|
if (copyTo)
|
|
{
|
|
otherHandle.Copy(handle);
|
|
}
|
|
else
|
|
{
|
|
handle.Copy(otherHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A flush has been requested on a tracked region. Find an appropriate view to flush.
|
|
/// </summary>
|
|
/// <param name="handle">The handle this flush action is for</param>
|
|
/// <param name="address">The address of the flushing memory access</param>
|
|
/// <param name="size">The size of the flushing memory access</param>
|
|
public void FlushAction(TextureGroupHandle handle, ulong address, ulong size)
|
|
{
|
|
Storage.ExternalFlush(address, size);
|
|
|
|
lock (handle.Overlaps)
|
|
{
|
|
foreach (Texture overlap in handle.Overlaps)
|
|
{
|
|
overlap.ExternalFlush(address, size);
|
|
}
|
|
}
|
|
|
|
handle.Modified = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Dispose this texture group, disposing all related memory tracking handles.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
foreach (TextureGroupHandle group in _handles)
|
|
{
|
|
group.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|