ryujinx/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
gdkchan 5795bb1528
Support separate textures and samplers (#1216)
* Support separate textures and samplers

* Add missing bindless flag, fix SNORM format on buffer textures

* Add missing separation

* Add comments about the new handles
2020-05-27 16:07:10 +02:00

383 lines
15 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture bindings manager.
/// </summary>
class TextureBindingsManager
{
private const int HandleHigh = 16;
private const int HandleMask = (1 << HandleHigh) - 1;
private GpuContext _context;
private bool _isCompute;
private SamplerPool _samplerPool;
private SamplerIndex _samplerIndex;
private ulong _texturePoolAddress;
private int _texturePoolMaximumId;
private TexturePoolCache _texturePoolCache;
private TextureBindingInfo[][] _textureBindings;
private TextureBindingInfo[][] _imageBindings;
private struct TextureStatePerStage
{
public ITexture Texture;
public ISampler Sampler;
}
private TextureStatePerStage[][] _textureState;
private TextureStatePerStage[][] _imageState;
private int _textureBufferIndex;
private bool _rebind;
/// <summary>
/// Constructs a new instance of the texture bindings manager.
/// </summary>
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
{
_context = context;
_texturePoolCache = texturePoolCache;
_isCompute = isCompute;
int stages = isCompute ? 1 : Constants.ShaderStages;
_textureBindings = new TextureBindingInfo[stages][];
_imageBindings = new TextureBindingInfo[stages][];
_textureState = new TextureStatePerStage[stages][];
_imageState = new TextureStatePerStage[stages][];
}
/// <summary>
/// Binds textures for a given shader stage.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="bindings">Texture bindings</param>
public void SetTextures(int stage, TextureBindingInfo[] bindings)
{
_textureBindings[stage] = bindings;
_textureState[stage] = new TextureStatePerStage[bindings.Length];
}
/// <summary>
/// Binds images for a given shader stage.
/// </summary>
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
/// <param name="bindings">Image bindings</param>
public void SetImages(int stage, TextureBindingInfo[] bindings)
{
_imageBindings[stage] = bindings;
_imageState[stage] = new TextureStatePerStage[bindings.Length];
}
/// <summary>
/// Sets the textures constant buffer index.
/// The constant buffer specified holds the texture handles.
/// </summary>
/// <param name="index">Constant buffer index</param>
public void SetTextureBufferIndex(int index)
{
_textureBufferIndex = index;
}
/// <summary>
/// Sets the current texture sampler pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
ulong address = _context.MemoryManager.Translate(gpuVa);
if (_samplerPool != null)
{
if (_samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
{
return;
}
_samplerPool.Dispose();
}
_samplerPool = new SamplerPool(_context, address, maximumId);
_samplerIndex = samplerIndex;
}
/// <summary>
/// Sets the current texture pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
public void SetTexturePool(ulong gpuVa, int maximumId)
{
ulong address = _context.MemoryManager.Translate(gpuVa);
_texturePoolAddress = address;
_texturePoolMaximumId = maximumId;
}
/// <summary>
/// Ensures that the bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitBindings()
{
TexturePool texturePool = _texturePoolCache.FindOrCreate(
_texturePoolAddress,
_texturePoolMaximumId);
if (_isCompute)
{
CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
CommitImageBindings (texturePool, ShaderStage.Compute, 0);
}
else
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
{
int stageIndex = (int)stage - 1;
CommitTextureBindings(texturePool, stage, stageIndex);
CommitImageBindings (texturePool, stage, stageIndex);
}
}
_rebind = false;
}
/// <summary>
/// Ensures that the texture bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <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 CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
{
if (_textureBindings[stageIndex] == null)
{
return;
}
for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
{
TextureBindingInfo binding = _textureBindings[stageIndex][index];
int packedId;
if (binding.IsBindless)
{
ulong address;
var bufferManager = _context.Methods.BufferManager;
if (_isCompute)
{
address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
}
else
{
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
}
packedId = _context.PhysicalMemory.Read<int>(address + (ulong)binding.CbufOffset * 4);
}
else
{
packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
}
int textureId = UnpackTextureId(packedId);
int samplerId;
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
{
samplerId = textureId;
}
else
{
samplerId = UnpackSamplerId(packedId);
}
Texture texture = pool.Get(textureId);
ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
{
_textureState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
}
if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
}
Sampler sampler = _samplerPool.Get(samplerId);
ISampler hostSampler = sampler?.HostSampler;
if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
{
_textureState[stageIndex][index].Sampler = hostSampler;
_context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
}
}
}
/// <summary>
/// Ensures that the image bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <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)
{
if (_imageBindings[stageIndex] == null)
{
return;
}
for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
{
TextureBindingInfo binding = _imageBindings[stageIndex][index];
int packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
int textureId = UnpackTextureId(packedId);
Texture texture = pool.Get(textureId);
ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
{
_imageState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
}
}
}
/// <summary>
/// Gets the texture descriptor for a given texture handle.
/// </summary>
/// <param name="state">The current GPU state</param>
/// <param name="stageIndex">The stage number where the texture is bound</param>
/// <param name="handle">The texture handle</param>
/// <returns>The texture descriptor for the specified texture</returns>
public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
{
int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex));
int textureId = UnpackTextureId(packedId);
var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
ulong poolAddress = _context.MemoryManager.Translate(poolState.Address.Pack());
TexturePool texturePool = _texturePoolCache.FindOrCreate(poolAddress, poolState.MaximumId);
return texturePool.GetDescriptor(textureId);
}
/// <summary>
/// Reads a packed texture and sampler ID (basically, the real texture handle)
/// from the texture constant buffer.
/// </summary>
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex)
{
ulong address;
var bufferManager = _context.Methods.BufferManager;
if (_isCompute)
{
address = bufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
}
else
{
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
}
int handle = _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset & HandleMask) * 4);
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (wordOffset >> HandleHigh != 0)
{
handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
}
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>
/// Invalidates a range of memory on all GPU resource pools (both texture and sampler pools).
/// </summary>
/// <param name="address">Start address of the range to invalidate</param>
/// <param name="size">Size of the range to invalidate</param>
public void InvalidatePoolRange(ulong address, ulong size)
{
_samplerPool?.InvalidateRange(address, size);
_texturePoolCache.InvalidateRange(address, size);
}
/// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()
{
_rebind = true;
}
}
}