Implement texture buffers (#1152)
* Implement texture buffers * Throw NotSupportedException where appropriate
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a065dc1626
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16 changed files with 291 additions and 135 deletions
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@ -12,8 +12,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private const int NsToTicksFractionNumerator = 384;
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private const int NsToTicksFractionDenominator = 625;
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private ulong _runningCounter;
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private readonly CounterCache _counterCache = new CounterCache();
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/// <summary>
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@ -259,7 +259,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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UpdateStorageBuffers();
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BufferManager.CommitBindings();
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BufferManager.CommitGraphicsBindings();
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TextureManager.CommitGraphicsBindings();
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}
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@ -295,7 +295,9 @@ 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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if (_sequenceNumber == _context.SequenceNumber && _hasData)
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// Texture buffers are not handled here, instead they are invalidated (if modified)
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// when the texture is bound. This is handled by the buffer manager.
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if ((_sequenceNumber == _context.SequenceNumber && _hasData) || Info.Target == Target.TextureBuffer)
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{
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return;
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}
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@ -69,7 +69,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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public void SetTextures(int stage, TextureBindingInfo[] bindings)
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{
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_textureBindings[stage] = bindings;
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_textureState[stage] = new TextureStatePerStage[bindings.Length];
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}
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@ -81,7 +80,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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public void SetImages(int stage, TextureBindingInfo[] bindings)
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{
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_imageBindings[stage] = bindings;
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_imageState[stage] = new TextureStatePerStage[bindings.Length];
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}
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@ -201,7 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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else
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{
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packedId = ReadPackedId(stageIndex, binding.Handle);
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packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
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}
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int textureId = UnpackTextureId(packedId);
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@ -227,6 +225,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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_context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
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}
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
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}
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Sampler sampler = _samplerPool.Get(samplerId);
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ISampler hostSampler = sampler?.HostSampler;
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@ -258,8 +264,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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TextureBindingInfo binding = _imageBindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, binding.Handle);
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int packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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@ -284,8 +289,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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int packedId = ReadPackedId(stageIndex, handle);
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int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex));
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int textureId = UnpackTextureId(packedId);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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@ -303,8 +307,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
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/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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private int ReadPackedId(int stageIndex, int wordOffset)
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private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex)
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{
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ulong address;
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@ -312,11 +317,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(_textureBufferIndex);
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address = bufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, _textureBufferIndex);
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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}
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address += (uint)wordOffset * 4;
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@ -489,7 +489,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Calculate texture sizes, used to find all overlapping textures.
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SizeInfo sizeInfo;
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if (info.IsLinear)
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if (info.Target == Target.TextureBuffer)
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{
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sizeInfo = new SizeInfo(info.Width * info.FormatInfo.BytesPerPixel);
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}
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else if (info.IsLinear)
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{
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sizeInfo = SizeCalculator.GetLinearTextureSize(
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info.Stride,
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@ -273,6 +273,19 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return 0;
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}
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CreateBuffer(address, size);
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return address;
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}
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/// <summary>
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/// Creates a new buffer for the specified range, if it does not yet exist.
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/// This can be used to ensure the existance of a buffer.
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/// </summary>
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/// <param name="address">Address of the buffer in memory</param>
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/// <param name="size">Size of the buffer in bytes</param>
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public void CreateBuffer(ulong address, ulong size)
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{
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ulong endAddress = address + size;
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ulong alignedAddress = address & ~BufferAlignmentMask;
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@ -285,9 +298,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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alignedEndAddress += BufferAlignmentSize;
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}
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CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
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return address;
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CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
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}
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/// <summary>
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@ -297,7 +308,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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/// <param name="address">Address of the buffer in guest memory</param>
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/// <param name="size">Size in bytes of the buffer</param>
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private void CreateBuffer(ulong address, ulong size)
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private void CreateBufferAligned(ulong address, ulong size)
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{
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int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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@ -339,6 +350,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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buffer.Dispose();
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}
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// Existing buffers were modified, we need to rebind everything.
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_rebind = true;
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}
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}
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@ -441,7 +453,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Ensures that the graphics engine 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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public void CommitGraphicsBindings()
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{
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if (_indexBufferDirty || _rebind)
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{
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@ -606,6 +618,34 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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}
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/// <summary>
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/// Sets the buffer storage of a buffer texture.
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/// </summary>
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/// <param name="texture">Buffer texture</param>
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/// <param name="address">Address of the buffer in memory</param>
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/// <param name="size">Size of the buffer in bytes</param>
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/// <param name="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param>
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public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute)
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{
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CreateBuffer(address, size);
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if (_rebind)
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{
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// We probably had to modify existing buffers to create the texture buffer,
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// so rebind everything to ensure we're using the new buffers for all bound resources.
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if (compute)
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{
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CommitComputeBindings();
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}
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else
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{
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CommitGraphicsBindings();
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}
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}
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texture.SetStorage(GetBufferRange(address, size));
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}
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/// <summary>
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/// Copy a buffer data from a given address to another.
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/// </summary>
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@ -280,8 +280,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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=> localMemorySize,
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QueryInfoName.ComputeSharedMemorySize
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=> sharedMemorySize,
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QueryInfoName.IsTextureBuffer
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=> Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)),
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QueryInfoName.IsTextureRectangle
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=> Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)),
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QueryInfoName.TextureFormat
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=> (int)QueryComputeTextureFormat(state, index),
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=> (int)QueryTextureFormat(state, 0, index, compute: true),
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_
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=> QueryInfoCommon(info)
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};
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@ -331,13 +335,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return info switch
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{
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QueryInfoName.IsTextureBuffer
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=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)),
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=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)),
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QueryInfoName.IsTextureRectangle
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=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)),
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=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)),
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QueryInfoName.PrimitiveTopology
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=> (int)QueryPrimitiveTopology(),
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QueryInfoName.TextureFormat
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=> (int)QueryGraphicsTextureFormat(state, (int)stage - 1, index),
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=> (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false),
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_
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=> QueryInfoCommon(info)
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};
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@ -429,11 +433,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute)
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{
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return GetGraphicsTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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@ -443,11 +448,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute)
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{
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var descriptor = GetGraphicsTextureDescriptor(state, stageIndex, index);
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var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute);
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TextureTarget target = descriptor.UnpackTextureTarget();
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@ -461,23 +467,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Queries the format of a given texture.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>The texture format</returns>
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private TextureFormat QueryComputeTextureFormat(GpuState state, int index)
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private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute)
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{
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return QueryTextureFormat(GetComputeTextureDescriptor(state, index));
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}
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/// <summary>
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/// Queries the format of a given texture.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>The texture format</returns>
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private TextureFormat QueryGraphicsTextureFormat(GpuState state, int stageIndex, int index)
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{
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return QueryTextureFormat(GetGraphicsTextureDescriptor(state, stageIndex, index));
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return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute));
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}
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/// <summary>
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@ -541,23 +537,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>Texture descriptor</returns>
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private TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
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private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute)
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>Texture descriptor</returns>
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private TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
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if (compute)
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
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}
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else
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
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}
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}
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/// <summary>
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