using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
///
/// Texture pool.
///
class TexturePool : Pool
{
private int _sequenceNumber;
private readonly ConcurrentQueue _dereferenceQueue = new ConcurrentQueue();
///
/// Intrusive linked list node used on the texture pool cache.
///
public LinkedListNode CacheNode { get; set; }
///
/// Constructs a new instance of the texture pool.
///
/// GPU context that the texture pool belongs to
/// Address of the texture pool in guest memory
/// Maximum texture ID of the texture pool (equal to maximum textures minus one)
public TexturePool(GpuContext context, ulong address, int maximumId) : base(context, address, maximumId) { }
///
/// Gets the texture with the given ID.
///
/// ID of the texture. This is effectively a zero-based index
/// The texture with the given ID
public override Texture Get(int id)
{
if ((uint)id >= Items.Length)
{
return null;
}
if (_sequenceNumber != Context.SequenceNumber)
{
_sequenceNumber = Context.SequenceNumber;
SynchronizeMemory();
}
Texture texture = Items[id];
if (texture == null)
{
TextureDescriptor descriptor = GetDescriptor(id);
TextureInfo info = GetInfo(descriptor, out int layerSize);
ProcessDereferenceQueue();
texture = Context.Methods.TextureManager.FindOrCreateTexture(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 width = descriptor.UnpackWidth();
int height = descriptor.UnpackHeight();
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 texture;
}
///
/// Forcibly remove a texture from this pool's items.
/// If deferred, the dereference will be queued to occur on the render thread.
///
/// The texture being removed
/// The ID of the texture in this pool
/// If true, queue the dereference to happen on the render thread, otherwise dereference immediately
public void ForceRemove(Texture texture, int id, bool deferred)
{
Items[id] = null;
if (deferred)
{
_dereferenceQueue.Enqueue(texture);
}
else
{
texture.DecrementReferenceCount();
}
}
///
/// Process the dereference queue, decrementing the reference count for each texture in it.
/// This is used to ensure that texture disposal happens on the render thread.
///
private void ProcessDereferenceQueue()
{
while (_dereferenceQueue.TryDequeue(out Texture toRemove))
{
toRemove.DecrementReferenceCount();
}
}
///
/// Implementation of the texture pool range invalidation.
///
/// Start address of the range of the texture pool
/// Size of the range being invalidated
protected override void InvalidateRangeImpl(ulong address, ulong size)
{
ProcessDereferenceQueue();
ulong endAddress = address + size;
for (; address < endAddress; address += DescriptorSize)
{
int id = (int)((address - Address) / DescriptorSize);
Texture texture = Items[id];
if (texture != null)
{
TextureDescriptor descriptor = Context.PhysicalMemory.Read(address);
// If the descriptors are the same, the texture is the same,
// we don't need to remove as it was not modified. Just continue.
if (descriptor.Equals(ref DescriptorCache[id]))
{
continue;
}
texture.DecrementReferenceCount(this, id);
Items[id] = null;
}
}
}
///
/// Gets texture information from a texture descriptor.
///
/// The texture descriptor
/// Layer size for textures using a sub-range of mipmap levels, otherwise 0
/// The texture information
private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
{
int width = descriptor.UnpackWidth();
int height = descriptor.UnpackHeight();
int depthOrLayers = descriptor.UnpackDepth();
int levels = descriptor.UnpackLevels();
TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
int samplesInX = msaaMode.SamplesInX();
int samplesInY = msaaMode.SamplesInY();
int stride = descriptor.UnpackStride();
TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
bool isLinear = descriptorType == TextureDescriptorType.Linear;
Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
// We use 2D targets for 1D textures as that makes texture cache
// management easier. We don't know the target for render target
// and copies, so those would normally use 2D targets, which are
// not compatible with 1D targets. By doing that we also allow those
// to match when looking for compatible textures on the cache.
if (target == Target.Texture1D)
{
target = Target.Texture2D;
height = 1;
}
else if (target == Target.Texture1DArray)
{
target = Target.Texture2DArray;
height = 1;
}
uint format = descriptor.UnpackFormat();
bool srgb = descriptor.UnpackSrgb();
ulong gpuVa = descriptor.UnpackAddress();
if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
{
if (Context.MemoryManager.IsMapped(gpuVa) && (int)format > 0)
{
Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
}
formatInfo = FormatInfo.Default;
}
int gobBlocksInY = descriptor.UnpackGobBlocksInY();
int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
layerSize = 0;
int minLod = descriptor.UnpackBaseLevel();
int maxLod = descriptor.UnpackMaxLevelInclusive();
// Linear textures don't support mipmaps, so we don't handle this case here.
if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
{
int depth = TextureInfo.GetDepth(target, depthOrLayers);
int layers = TextureInfo.GetLayers(target, depthOrLayers);
SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
width,
height,
depth,
levels,
layers,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
gobBlocksInY,
gobBlocksInZ,
gobBlocksInTileX);
layerSize = sizeInfo.LayerSize;
if (minLod != 0 && minLod < levels)
{
// If the base level is not zero, we additionally add the mip level offset
// to the address, this allows the texture manager to find the base level from the
// address if there is a overlapping texture on the cache that can contain the new texture.
gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
width = Math.Max(1, width >> minLod);
height = Math.Max(1, height >> minLod);
if (target == Target.Texture3D)
{
depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
}
(gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
}
levels = (maxLod - minLod) + 1;
}
SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
DepthStencilMode depthStencilMode = GetDepthStencilMode(
formatInfo.Format,
swizzleR,
swizzleG,
swizzleB,
swizzleA);
if (formatInfo.Format.IsDepthOrStencil())
{
swizzleR = SwizzleComponent.Red;
swizzleG = SwizzleComponent.Red;
swizzleB = SwizzleComponent.Red;
if (depthStencilMode == DepthStencilMode.Depth)
{
swizzleA = SwizzleComponent.One;
}
else
{
swizzleA = SwizzleComponent.Red;
}
}
return new TextureInfo(
gpuVa,
width,
height,
depthOrLayers,
levels,
samplesInX,
samplesInY,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
gobBlocksInTileX,
target,
formatInfo,
depthStencilMode,
swizzleR,
swizzleG,
swizzleB,
swizzleA);
}
///
/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
/// The depth-stencil mode is determined based on how the driver sets those parameters.
///
/// The format of the texture
/// The texture swizzle components
/// The depth-stencil mode
private static DepthStencilMode GetDepthStencilMode(Format format, params SwizzleComponent[] components)
{
// R = Depth, G = Stencil.
// On 24-bits depth formats, this is inverted (Stencil is R etc).
// NVN setup:
// For depth, A is set to 1.0f, the other components are set to Depth.
// For stencil, all components are set to Stencil.
SwizzleComponent component = components[0];
for (int index = 1; index < 4 && !IsRG(component); index++)
{
component = components[index];
}
if (!IsRG(component))
{
return DepthStencilMode.Depth;
}
if (format == Format.D24X8Unorm || format == Format.D24UnormS8Uint)
{
return component == SwizzleComponent.Red
? DepthStencilMode.Stencil
: DepthStencilMode.Depth;
}
else
{
return component == SwizzleComponent.Red
? DepthStencilMode.Depth
: DepthStencilMode.Stencil;
}
}
///
/// Checks if the swizzle component is equal to the red or green channels.
///
/// The swizzle component to check
/// True if the swizzle component is equal to the red or green, false otherwise
private static bool IsRG(SwizzleComponent component)
{
return component == SwizzleComponent.Red ||
component == SwizzleComponent.Green;
}
///
/// Decrements the reference count of the texture.
/// This indicates that the texture pool is not using it anymore.
///
/// The texture to be deleted
protected override void Delete(Texture item)
{
item?.DecrementReferenceCount(this);
}
public override void Dispose()
{
ProcessDereferenceQueue();
base.Dispose();
}
}
}