Optimize Texture Binding and Shader Specialization Checks (#3399)
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
This commit is contained in:
parent
d987cacfb7
commit
99ffc061d3
15 changed files with 766 additions and 180 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -16,6 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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protected GpuContext Context;
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protected PhysicalMemory PhysicalMemory;
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protected int SequenceNumber;
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protected int ModifiedSequenceNumber;
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protected T1[] Items;
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protected T2[] DescriptorCache;
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@ -41,6 +43,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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private readonly CpuMultiRegionHandle _memoryTracking;
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private readonly Action<ulong, ulong> _modifiedDelegate;
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private int _modifiedSequenceOffset;
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private bool _modified;
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/// <summary>
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/// Creates a new instance of the GPU resource pool.
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/// </summary>
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@ -79,6 +84,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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return PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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/// Gets a reference to the descriptor for a given ID.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>A reference to the descriptor</returns>
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public ref readonly T2 GetDescriptorRef(int id)
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{
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return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(Address + (ulong)id * DescriptorSize, DescriptorSize))[0];
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}
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/// <summary>
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/// Gets the GPU resource with the given ID.
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/// </summary>
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@ -93,7 +108,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public void SynchronizeMemory()
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{
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_modified = false;
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_memoryTracking.QueryModified(_modifiedDelegate);
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if (_modified)
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{
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UpdateModifiedSequence();
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}
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}
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/// <summary>
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@ -103,6 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="mSize">Size of the modified region</param>
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private void RegionModified(ulong mAddress, ulong mSize)
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{
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_modified = true;
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if (mAddress < Address)
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{
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mAddress = Address;
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@ -118,6 +141,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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InvalidateRangeImpl(mAddress, mSize);
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}
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/// <summary>
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/// Updates the modified sequence number using the current sequence number and offset,
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/// indicating that it has been modified.
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/// </summary>
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protected void UpdateModifiedSequence()
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{
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ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
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}
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/// <summary>
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/// An action to be performed when a precise memory access occurs to this resource.
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/// Makes sure that the dirty flags are checked.
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@ -129,6 +161,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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if (write && Context.SequenceNumber == SequenceNumber)
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{
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if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
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{
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// The modified sequence number is offset when PreciseActions occur so that
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// users checking it will see an increment and know the pool has changed since
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// their last look, even though the main SequenceNumber has not been changed.
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_modifiedSequenceOffset++;
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}
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// Force the pool to be checked again the next time it is used.
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SequenceNumber--;
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}
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@ -8,6 +8,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class Sampler : IDisposable
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{
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/// <summary>
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/// True if the sampler is disposed, false otherwise.
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/// </summary>
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public bool IsDisposed { get; private set; }
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/// <summary>
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/// Host sampler object.
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/// </summary>
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@ -101,6 +106,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public void Dispose()
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{
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IsDisposed = true;
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_hostSampler.Dispose();
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_anisoSampler?.Dispose();
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}
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@ -48,6 +48,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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Items[i] = null;
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}
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}
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UpdateModifiedSequence();
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}
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SequenceNumber = Context.SequenceNumber;
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@ -71,6 +73,39 @@ namespace Ryujinx.Graphics.Gpu.Image
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return sampler;
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}
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/// <summary>
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/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
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/// </summary>
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/// <returns>A number that increments each time a modification is detected</returns>
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public int CheckModified()
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{
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if (SequenceNumber != Context.SequenceNumber)
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{
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SequenceNumber = Context.SequenceNumber;
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if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
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{
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_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
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for (int i = 0; i < Items.Length; i++)
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{
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if (Items[i] != null)
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{
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Items[i].Dispose();
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Items[i] = null;
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}
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}
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UpdateModifiedSequence();
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}
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SynchronizeMemory();
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}
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return ModifiedSequenceNumber;
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}
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/// <summary>
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/// Implementation of the sampler pool range invalidation.
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/// </summary>
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@ -100,6 +100,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool AlwaysFlushOnOverlap { get; private set; }
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/// <summary>
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/// Increments when the host texture is swapped, or when the texture is removed from all pools.
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/// </summary>
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public int InvalidatedSequence { get; private set; }
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private int _depth;
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private int _layers;
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public int FirstLayer { get; private set; }
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@ -1407,6 +1412,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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DisposeTextures();
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HostTexture = hostTexture;
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InvalidatedSequence++;
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}
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/// <summary>
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@ -1535,6 +1541,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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_poolOwners.Clear();
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}
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InvalidatedSequence++;
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}
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/// <summary>
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@ -1,8 +1,12 @@
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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.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -35,17 +39,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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public ITexture Texture;
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public ISampler Sampler;
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public int TextureHandle;
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public int SamplerHandle;
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public int InvalidatedSequence;
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public Texture CachedTexture;
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public Sampler CachedSampler;
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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 TextureStatePerStage[] _textureState;
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private 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 int _texturePoolSequence;
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private int _samplerPoolSequence;
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private bool _rebind;
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private int _textureBufferIndex;
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private readonly float[] _scales;
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private bool _scaleChanged;
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@ -72,8 +83,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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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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_textureState = new TextureStatePerStage[InitialTextureStateSize];
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_imageState = new TextureStatePerStage[InitialImageStateSize];
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_textureBindingsCount = new int[stages];
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_imageBindingsCount = new int[stages];
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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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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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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 max binding indexes for textures and images.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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if (maxTextureBinding >= _textureState.Length)
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{
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Array.Resize(ref _textureState, maxTextureBinding + 1);
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}
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if (maxImageBinding >= _imageState.Length)
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{
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Array.Resize(ref _imageState, maxImageBinding + 1);
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}
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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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/// 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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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
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public bool CommitBindings(ShaderSpecializationState specState)
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{
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ulong texturePoolAddress = _texturePoolAddress;
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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// Check if the texture pool has been modified since bindings were last committed.
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// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
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bool poolModified = false;
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if (texturePool != null)
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{
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int texturePoolSequence = texturePool.CheckModified();
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if (_texturePoolSequence != texturePoolSequence)
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{
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poolModified = true;
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_texturePoolSequence = texturePoolSequence;
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}
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}
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if (_samplerPool != null)
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{
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int samplerPoolSequence = _samplerPool.CheckModified();
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if (_samplerPoolSequence != samplerPoolSequence)
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{
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poolModified = true;
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_samplerPoolSequence = samplerPoolSequence;
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}
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}
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bool specStateMatches = true;
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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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specStateMatches &= CommitTextureBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
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specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
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}
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else
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{
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@ -342,14 +380,57 @@ namespace Ryujinx.Graphics.Gpu.Image
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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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specStateMatches &= CommitTextureBindings(texturePool, stage, stageIndex, poolModified, specState);
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specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
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}
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}
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CommitRenderScale();
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_rebind = false;
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return specStateMatches;
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}
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/// <summary>
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/// Fetch the constant buffers used for a texture to cache.
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/// </summary>
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/// <param name="stageIndex">Stage index of the constant buffer</param>
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/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
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/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
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/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
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/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
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/// <param name="textureBufferIndex">The new texture buffer index</param>
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/// <param name="samplerBufferIndex">The new sampler buffer index</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void UpdateCachedBuffer(
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int stageIndex,
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ref int cachedTextureBufferIndex,
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ref int cachedSamplerBufferIndex,
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ref ReadOnlySpan<int> cachedTextureBuffer,
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ref ReadOnlySpan<int> cachedSamplerBuffer,
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int textureBufferIndex,
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int samplerBufferIndex)
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{
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if (textureBufferIndex != cachedTextureBufferIndex)
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{
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ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
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cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedTextureBufferIndex = textureBufferIndex;
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if (samplerBufferIndex == textureBufferIndex)
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{
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cachedSamplerBuffer = cachedTextureBuffer;
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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}
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if (samplerBufferIndex != cachedSamplerBufferIndex)
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{
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ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
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cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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}
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/// <summary>
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@ -358,13 +439,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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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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/// <param name="stageIndex">The stage number of the specified shader stage</param
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/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
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private bool CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
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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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return true;
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}
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var samplerPool = _samplerPool;
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@ -372,17 +456,26 @@ namespace Ryujinx.Graphics.Gpu.Image
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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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return true;
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}
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bool specStateMatches = true;
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int cachedTextureBufferIndex = -1;
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int cachedSamplerBufferIndex = -1;
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ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
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ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
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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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UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
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int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
int samplerId;
|
||||
|
||||
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
|
||||
|
@ -391,10 +484,30 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
else
|
||||
{
|
||||
samplerId = UnpackSamplerId(packedId);
|
||||
samplerId = TextureHandle.UnpackSamplerId(packedId);
|
||||
}
|
||||
|
||||
Texture texture = pool.Get(textureId);
|
||||
ref TextureStatePerStage state = ref _textureState[bindingInfo.Binding];
|
||||
|
||||
if (!poolModified &&
|
||||
state.TextureHandle == textureId &&
|
||||
state.SamplerHandle == samplerId &&
|
||||
state.CachedTexture != null &&
|
||||
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
|
||||
state.CachedSampler?.IsDisposed != true)
|
||||
{
|
||||
// The texture is already bound.
|
||||
state.CachedTexture.SynchronizeMemory();
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
state.TextureHandle = textureId;
|
||||
state.SamplerHandle = samplerId;
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
|
||||
|
||||
specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
|
||||
|
@ -407,30 +520,36 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
else
|
||||
{
|
||||
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
|
||||
if (state.Texture != hostTexture)
|
||||
{
|
||||
if (UpdateScale(texture, bindingInfo, index, stage))
|
||||
{
|
||||
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
}
|
||||
|
||||
_textureState[stageIndex][index].Texture = hostTexture;
|
||||
state.Texture = hostTexture;
|
||||
|
||||
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
|
||||
}
|
||||
|
||||
Sampler sampler = samplerPool?.Get(samplerId);
|
||||
state.CachedSampler = sampler;
|
||||
|
||||
ISampler hostSampler = sampler?.GetHostSampler(texture);
|
||||
|
||||
if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
|
||||
if (state.Sampler != hostSampler)
|
||||
{
|
||||
_textureState[stageIndex][index].Sampler = hostSampler;
|
||||
state.Sampler = hostSampler;
|
||||
|
||||
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
|
||||
}
|
||||
|
||||
state.CachedTexture = texture;
|
||||
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -440,38 +559,72 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <param name="pool">The current texture pool</param>
|
||||
/// <param name="stage">The shader stage using the textures to be bound</param>
|
||||
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
||||
private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
||||
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
|
||||
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
|
||||
{
|
||||
int imageCount = _imageBindingsCount[stageIndex];
|
||||
if (imageCount == 0)
|
||||
{
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (pool == null)
|
||||
{
|
||||
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Scales for images appear after the texture ones.
|
||||
int baseScaleIndex = _textureBindingsCount[stageIndex];
|
||||
|
||||
int cachedTextureBufferIndex = -1;
|
||||
int cachedSamplerBufferIndex = -1;
|
||||
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
||||
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
||||
|
||||
bool specStateMatches = true;
|
||||
|
||||
for (int index = 0; index < imageCount; index++)
|
||||
{
|
||||
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
|
||||
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
||||
|
||||
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
|
||||
int textureId = UnpackTextureId(packedId);
|
||||
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
||||
|
||||
Texture texture = pool.Get(textureId);
|
||||
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
ref TextureStatePerStage state = ref _imageState[bindingInfo.Binding];
|
||||
|
||||
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
|
||||
|
||||
if (!poolModified &&
|
||||
state.TextureHandle == textureId &&
|
||||
state.CachedTexture != null &&
|
||||
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
|
||||
{
|
||||
// The texture is already bound.
|
||||
state.CachedTexture.SynchronizeMemory();
|
||||
|
||||
if (isStore)
|
||||
{
|
||||
state.CachedTexture?.SignalModified();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
state.TextureHandle = textureId;
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
|
||||
|
||||
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
|
||||
if (hostTexture != null && texture.Target == Target.TextureBuffer)
|
||||
{
|
||||
// Ensure that the buffer texture is using the correct buffer as storage.
|
||||
|
@ -494,14 +647,14 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
texture?.SignalModified();
|
||||
}
|
||||
|
||||
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
|
||||
if (state.Texture != hostTexture)
|
||||
{
|
||||
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
|
||||
{
|
||||
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
}
|
||||
|
||||
_imageState[stageIndex][index].Texture = hostTexture;
|
||||
state.Texture = hostTexture;
|
||||
|
||||
Format format = bindingInfo.Format;
|
||||
|
||||
|
@ -512,8 +665,13 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
|
||||
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
|
||||
}
|
||||
|
||||
state.CachedTexture = texture;
|
||||
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -537,7 +695,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
|
||||
|
||||
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
|
||||
int textureId = UnpackTextureId(packedId);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
||||
|
||||
|
@ -555,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
|
||||
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
|
||||
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
|
||||
{
|
||||
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
|
||||
|
@ -590,32 +749,13 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
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;
|
||||
Array.Clear(_textureState);
|
||||
Array.Clear(_imageState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
|
@ -10,9 +11,11 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
class TextureManager : IDisposable
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly GpuChannel _channel;
|
||||
|
||||
private readonly TextureBindingsManager _cpBindingsManager;
|
||||
private readonly TextureBindingsManager _gpBindingsManager;
|
||||
private readonly TexturePoolCache _texturePoolCache;
|
||||
|
||||
private readonly Texture[] _rtColors;
|
||||
private readonly ITexture[] _rtHostColors;
|
||||
|
@ -35,6 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
public TextureManager(GpuContext context, GpuChannel channel)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
|
||||
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
|
||||
|
||||
|
@ -43,6 +47,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
|
||||
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
|
||||
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
|
||||
_texturePoolCache = texturePoolCache;
|
||||
|
||||
_rtColors = new Texture[Constants.TotalRenderTargets];
|
||||
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
|
||||
|
@ -99,6 +104,16 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
_cpBindingsManager.SetTextureBufferIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the max binding indexes on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="maxTextureBinding">The maximum texture binding</param>
|
||||
/// <param name="maxImageBinding">The maximum image binding</param>
|
||||
public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
|
||||
{
|
||||
_cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture constant buffer index on the graphics pipeline.
|
||||
/// </summary>
|
||||
|
@ -108,6 +123,16 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
_gpBindingsManager.SetTextureBufferIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the max binding indexes on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="maxTextureBinding">The maximum texture binding</param>
|
||||
/// <param name="maxImageBinding">The maximum image binding</param>
|
||||
public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
|
||||
{
|
||||
_gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current sampler pool on the compute pipeline.
|
||||
/// </summary>
|
||||
|
@ -335,25 +360,48 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <summary>
|
||||
/// Commits bindings on the compute pipeline.
|
||||
/// </summary>
|
||||
public void CommitComputeBindings()
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
|
||||
public bool CommitComputeBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
// Every time we switch between graphics and compute work,
|
||||
// we must rebind everything.
|
||||
// Since compute work happens less often, we always do that
|
||||
// before and after the compute dispatch.
|
||||
_cpBindingsManager.Rebind();
|
||||
_cpBindingsManager.CommitBindings();
|
||||
bool result = _cpBindingsManager.CommitBindings(specState);
|
||||
_gpBindingsManager.Rebind();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commits bindings on the graphics pipeline.
|
||||
/// </summary>
|
||||
public void CommitGraphicsBindings()
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
|
||||
public bool CommitGraphicsBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
_gpBindingsManager.CommitBindings();
|
||||
bool result = _gpBindingsManager.CommitBindings(specState);
|
||||
|
||||
UpdateRenderTargets();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a texture pool from the cache, with the given address and maximum id.
|
||||
/// </summary>
|
||||
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
|
||||
/// <param name="maximumId">Maximum ID of the texture pool</param>
|
||||
/// <returns>The texture pool</returns>
|
||||
public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
|
||||
{
|
||||
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
||||
|
||||
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
|
||||
|
||||
return texturePool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -14,6 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
{
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly ConcurrentQueue<Texture> _dereferenceQueue = new ConcurrentQueue<Texture>();
|
||||
private TextureDescriptor _defaultDescriptor;
|
||||
|
||||
/// <summary>
|
||||
/// Intrusive linked list node used on the texture pool cache.
|
||||
|
@ -32,6 +33,62 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
_channel = channel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <param name="texture">The texture with the given ID</param>
|
||||
/// <returns>The texture descriptor with the given ID</returns>
|
||||
private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
|
||||
{
|
||||
texture = Items[id];
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
TextureInfo info = GetInfo(descriptor, out int layerSize);
|
||||
|
||||
ProcessDereferenceQueue();
|
||||
|
||||
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
|
||||
|
||||
// If this happens, then the texture address is invalid, we can't add it to the cache.
|
||||
if (texture == null)
|
||||
{
|
||||
return ref descriptor;
|
||||
}
|
||||
|
||||
texture.IncrementReferenceCount(this, id);
|
||||
|
||||
Items[id] = texture;
|
||||
|
||||
DescriptorCache[id] = descriptor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture.ChangedSize)
|
||||
{
|
||||
// Texture changed size at one point - it may be a different size than the sampler expects.
|
||||
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
|
||||
|
||||
int baseLevel = descriptor.UnpackBaseLevel();
|
||||
int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
|
||||
int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
|
||||
|
||||
if (texture.Info.Width != width || texture.Info.Height != height)
|
||||
{
|
||||
texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
|
||||
}
|
||||
}
|
||||
|
||||
// Memory is automatically synchronized on texture creation.
|
||||
texture.SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ref descriptor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture with the given ID.
|
||||
/// </summary>
|
||||
|
@ -51,56 +108,49 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
Texture texture = Items[id];
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
TextureDescriptor descriptor = GetDescriptor(id);
|
||||
|
||||
TextureInfo info = GetInfo(descriptor, out int layerSize);
|
||||
|
||||
ProcessDereferenceQueue();
|
||||
|
||||
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
|
||||
|
||||
// If this happens, then the texture address is invalid, we can't add it to the cache.
|
||||
if (texture == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
texture.IncrementReferenceCount(this, id);
|
||||
|
||||
Items[id] = texture;
|
||||
|
||||
DescriptorCache[id] = descriptor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture.ChangedSize)
|
||||
{
|
||||
// Texture changed size at one point - it may be a different size than the sampler expects.
|
||||
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
|
||||
|
||||
TextureDescriptor descriptor = GetDescriptor(id);
|
||||
|
||||
int baseLevel = descriptor.UnpackBaseLevel();
|
||||
int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
|
||||
int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
|
||||
|
||||
if (texture.Info.Width != width || texture.Info.Height != height)
|
||||
{
|
||||
texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
|
||||
}
|
||||
}
|
||||
|
||||
// Memory is automatically synchronized on texture creation.
|
||||
texture.SynchronizeMemory();
|
||||
}
|
||||
GetInternal(id, out Texture texture);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descriptor and texture with the given ID.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method assumes that the pool has been manually synchronized before doing binding.
|
||||
/// </remarks>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <param name="texture">The texture with the given ID</param>
|
||||
/// <returns>The texture descriptor with the given ID</returns>
|
||||
public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
|
||||
{
|
||||
if ((uint)id >= Items.Length)
|
||||
{
|
||||
texture = null;
|
||||
return ref _defaultDescriptor;
|
||||
}
|
||||
|
||||
// When getting for binding, assume the pool has already been synchronized.
|
||||
|
||||
return ref GetInternal(id, out texture);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
|
||||
/// </summary>
|
||||
/// <returns>A number that increments each time a modification is detected</returns>
|
||||
public int CheckModified()
|
||||
{
|
||||
if (SequenceNumber != Context.SequenceNumber)
|
||||
{
|
||||
SequenceNumber = Context.SequenceNumber;
|
||||
|
||||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ModifiedSequenceNumber;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forcibly remove a texture from this pool's items.
|
||||
/// If deferred, the dereference will be queued to occur on the render thread.
|
||||
|
@ -175,7 +225,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <param name="descriptor">The texture descriptor</param>
|
||||
/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
|
||||
/// <returns>The texture information</returns>
|
||||
private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
|
||||
private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
|
||||
{
|
||||
int depthOrLayers = descriptor.UnpackDepth();
|
||||
int levels = descriptor.UnpackLevels();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue