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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7a90abc035
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18 changed files with 1915 additions and 220 deletions
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@ -9,6 +9,19 @@ namespace Ryujinx.Graphics.Texture
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{
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private const int StrideAlignment = 32;
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private static int Calculate3DOffsetCount(int levels, int depth)
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{
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int offsetCount = depth;
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while (--levels > 0)
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{
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depth = Math.Max(1, depth >> 1);
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offsetCount += depth;
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}
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return offsetCount;
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}
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public static SizeInfo GetBlockLinearTextureSize(
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int width,
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int height,
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@ -27,8 +40,9 @@ namespace Ryujinx.Graphics.Texture
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int layerSize = 0;
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int[] allOffsets = new int[levels * layers * depth];
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int[] allOffsets = new int[is3D ? Calculate3DOffsetCount(levels, depth) : levels * layers * depth];
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int[] mipOffsets = new int[levels];
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int[] sliceSizes = new int[levels];
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int mipGobBlocksInY = gobBlocksInY;
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int mipGobBlocksInZ = gobBlocksInZ;
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@ -36,6 +50,8 @@ namespace Ryujinx.Graphics.Texture
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int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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int depthLevelOffset = 0;
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for (int level = 0; level < levels; level++)
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{
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int w = Math.Max(1, width >> level);
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@ -86,13 +102,16 @@ namespace Ryujinx.Graphics.Texture
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int zLow = z & mask;
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int zHigh = z & ~mask;
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allOffsets[z * levels + level] = baseOffset + zLow * gobSize + zHigh * sliceSize;
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allOffsets[z + depthLevelOffset] = baseOffset + zLow * gobSize + zHigh * sliceSize;
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}
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}
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mipOffsets[level] = layerSize;
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sliceSizes[level] = totalBlocksOfGobsInY * robSize;
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layerSize += totalBlocksOfGobsInZ * totalBlocksOfGobsInY * robSize;
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layerSize += totalBlocksOfGobsInZ * sliceSizes[level];
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depthLevelOffset += d;
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}
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if (layers > 1)
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@ -133,7 +152,7 @@ namespace Ryujinx.Graphics.Texture
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}
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}
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return new SizeInfo(mipOffsets, allOffsets, levels, layerSize, totalSize);
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return new SizeInfo(mipOffsets, allOffsets, sliceSizes, depth, levels, layerSize, totalSize, is3D);
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}
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public static SizeInfo GetLinearTextureSize(int stride, int height, int blockHeight)
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@ -142,7 +161,7 @@ namespace Ryujinx.Graphics.Texture
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// so we only need to handle a single case (2D textures without mipmaps).
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int totalSize = stride * BitUtils.DivRoundUp(height, blockHeight);
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return new SizeInfo(new int[] { 0 }, new int[] { 0 }, 1, totalSize, totalSize);
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return new SizeInfo(totalSize);
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}
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private static int AlignLayerSize(
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@ -5,34 +5,46 @@ namespace Ryujinx.Graphics.Texture
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public struct SizeInfo
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{
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private readonly int[] _mipOffsets;
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private readonly int[] _allOffsets;
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private readonly int _levels;
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private readonly int _depth;
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private readonly bool _is3D;
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public readonly int[] AllOffsets;
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public readonly int[] SliceSizes;
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public int LayerSize { get; }
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public int TotalSize { get; }
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public SizeInfo(int size)
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{
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_mipOffsets = new int[] { 0 };
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_allOffsets = new int[] { 0 };
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AllOffsets = new int[] { 0 };
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SliceSizes = new int[] { size };
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_depth = 1;
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_levels = 1;
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LayerSize = size;
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TotalSize = size;
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_is3D = false;
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}
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internal SizeInfo(
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int[] mipOffsets,
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int[] allOffsets,
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int[] sliceSizes,
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int depth,
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int levels,
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int layerSize,
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int totalSize)
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int totalSize,
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bool is3D)
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{
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_mipOffsets = mipOffsets;
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_allOffsets = allOffsets;
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AllOffsets = allOffsets;
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SliceSizes = sliceSizes;
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_depth = depth;
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_levels = levels;
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LayerSize = layerSize;
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TotalSize = totalSize;
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_is3D = is3D;
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}
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public int GetMipOffset(int level)
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@ -47,7 +59,7 @@ namespace Ryujinx.Graphics.Texture
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public bool FindView(int offset, out int firstLayer, out int firstLevel)
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{
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int index = Array.BinarySearch(_allOffsets, offset);
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int index = Array.BinarySearch(AllOffsets, offset);
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if (index < 0)
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{
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@ -57,8 +69,25 @@ namespace Ryujinx.Graphics.Texture
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return false;
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}
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firstLayer = index / _levels;
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firstLevel = index - (firstLayer * _levels);
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if (_is3D)
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{
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firstLayer = index;
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firstLevel = 0;
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int levelDepth = _depth;
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while (firstLayer >= levelDepth)
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{
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firstLayer -= levelDepth;
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firstLevel++;
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levelDepth = Math.Max(levelDepth >> 1, 1);
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}
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}
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else
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{
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firstLayer = index / _levels;
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firstLevel = index - (firstLayer * _levels);
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}
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return true;
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}
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