Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* 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.
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18 changed files with 1915 additions and 220 deletions
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@ -115,18 +115,44 @@ namespace Ryujinx.Graphics.OpenGL.Image
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TextureCreateInfo srcInfo = src.Info;
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TextureCreateInfo dstInfo = dst.Info;
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int srcDepth = srcInfo.GetDepthOrLayers();
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int srcLevels = srcInfo.Levels;
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int dstDepth = dstInfo.GetDepthOrLayers();
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int dstLevels = dstInfo.Levels;
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if (dstInfo.Target == Target.Texture3D)
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{
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dstDepth = Math.Max(1, dstDepth >> dstLevel);
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}
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int depth = Math.Min(srcDepth, dstDepth);
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int levels = Math.Min(srcLevels, dstLevels);
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CopyUnscaled(src, dst, srcLayer, dstLayer, srcLevel, dstLevel, depth, levels);
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}
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public void CopyUnscaled(
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ITextureInfo src,
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ITextureInfo dst,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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int dstLevel,
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int depth,
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int levels)
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{
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TextureCreateInfo srcInfo = src.Info;
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TextureCreateInfo dstInfo = dst.Info;
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int srcHandle = src.Handle;
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int dstHandle = dst.Handle;
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int srcWidth = srcInfo.Width;
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int srcHeight = srcInfo.Height;
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int srcDepth = srcInfo.GetDepthOrLayers();
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int srcLevels = srcInfo.Levels;
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int dstWidth = dstInfo.Width;
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int dstHeight = dstInfo.Height;
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int dstDepth = dstInfo.GetDepthOrLayers();
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int dstLevels = dstInfo.Levels;
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srcWidth = Math.Max(1, srcWidth >> srcLevel);
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srcHeight = Math.Max(1, srcHeight >> srcLevel);
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@ -134,11 +160,6 @@ namespace Ryujinx.Graphics.OpenGL.Image
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dstWidth = Math.Max(1, dstWidth >> dstLevel);
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dstHeight = Math.Max(1, dstHeight >> dstLevel);
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if (dstInfo.Target == Target.Texture3D)
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{
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dstDepth = Math.Max(1, dstDepth >> dstLevel);
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}
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int blockWidth = 1;
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int blockHeight = 1;
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bool sizeInBlocks = false;
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@ -166,8 +187,6 @@ namespace Ryujinx.Graphics.OpenGL.Image
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int width = Math.Min(srcWidth, dstWidth);
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int height = Math.Min(srcHeight, dstHeight);
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int depth = Math.Min(srcDepth, dstDepth);
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int levels = Math.Min(srcLevels, dstLevels);
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for (int level = 0; level < levels; level++)
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{
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