765 lines
28 KiB
C#
765 lines
28 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture manager.
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/// </summary>
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class TextureManager
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{
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private readonly GpuContext _context;
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private readonly TextureBindingsManager _cpBindingsManager;
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private readonly TextureBindingsManager _gpBindingsManager;
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private readonly Texture[] _rtColors;
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private Texture _rtDepthStencil;
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private readonly ITexture[] _rtHostColors;
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private ITexture _rtHostDs;
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private readonly RangeList<Texture> _textures;
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private Texture[] _textureOverlaps;
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private readonly AutoDeleteCache _cache;
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/// <summary>
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/// Constructs a new instance of the texture manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture manager belongs to</param>
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public TextureManager(GpuContext context)
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{
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_context = context;
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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_cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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_textures = new RangeList<Texture>();
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_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
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_cache = new AutoDeleteCache();
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}
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/// <summary>
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/// Sets texture bindings on the compute pipeline.
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/// </summary>
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/// <param name="bindings">The texture bindings</param>
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public void SetComputeTextures(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetTextures(0, bindings);
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}
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/// <summary>
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/// Sets texture bindings on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the textures</param>
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/// <param name="bindings">The texture bindings</param>
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public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetTextures(stage, bindings);
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}
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/// <summary>
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/// Sets image bindings on the compute pipeline.
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/// </summary>
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/// <param name="bindings">The image bindings</param>
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public void SetComputeImages(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetImages(0, bindings);
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}
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/// <summary>
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/// Sets image bindings on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the images</param>
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/// <param name="bindings">The image bindings</param>
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public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetImages(stage, bindings);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the compute pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetComputeTextureBufferIndex(int index)
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{
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the graphics pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetGraphicsTextureBufferIndex(int index)
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{
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the current sampler pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler</param>
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current sampler pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler</param>
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current texture pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetComputeTexturePool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the current texture pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the render target color buffer.
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/// </summary>
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/// <param name="index">The index of the color buffer to set (up to 8)</param>
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/// <param name="color">The color buffer texture</param>
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public void SetRenderTargetColor(int index, Texture color)
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{
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_rtColors[index] = color;
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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public void SetRenderTargetDepthStencil(Texture depthStencil)
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{
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_rtDepthStencil = depthStencil;
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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public void CommitComputeBindings()
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{
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// Every time we switch between graphics and compute work,
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// we must rebind everything.
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// Since compute work happens less often, we always do that
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// before and after the compute dispatch.
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_cpBindingsManager.Rebind();
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_cpBindingsManager.CommitBindings();
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_gpBindingsManager.Rebind();
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}
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/// <summary>
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/// Commits bindings on the graphics pipeline.
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/// </summary>
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public void CommitGraphicsBindings()
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{
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_gpBindingsManager.CommitBindings();
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UpdateRenderTargets();
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}
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/// <summary>
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/// Gets a texture descriptor used on the graphics pipeline.
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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 where the texture is bound</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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private void UpdateRenderTargets()
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{
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bool anyChanged = false;
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if (_rtHostDs != _rtDepthStencil?.HostTexture)
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{
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_rtHostDs = _rtDepthStencil?.HostTexture;
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anyChanged = true;
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}
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for (int index = 0; index < _rtColors.Length; index++)
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{
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ITexture hostTexture = _rtColors[index]?.HostTexture;
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if (_rtHostColors[index] != hostTexture)
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{
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_rtHostColors[index] = hostTexture;
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anyChanged = true;
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}
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}
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if (anyChanged)
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{
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(CopyTexture copyTexture)
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{
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ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
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if (address == MemoryManager.BadAddress)
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{
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return null;
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}
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int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
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FormatInfo formatInfo = copyTexture.Format.Convert();
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int width;
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if (copyTexture.LinearLayout)
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{
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width = copyTexture.Stride / formatInfo.BytesPerPixel;
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}
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else
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{
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width = copyTexture.Width;
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}
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TextureInfo info = new TextureInfo(
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address,
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width,
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copyTexture.Height,
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copyTexture.Depth,
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1,
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1,
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1,
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copyTexture.Stride,
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copyTexture.LinearLayout,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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Target.Texture2D,
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formatInfo);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.IgnoreMs);
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texture.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY)
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{
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ulong address = _context.MemoryManager.Translate(colorState.Address.Pack());
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if (address == MemoryManager.BadAddress)
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{
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return null;
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}
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bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
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int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
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Target target;
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if (colorState.MemoryLayout.UnpackIsTarget3D())
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{
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target = Target.Texture3D;
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}
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else if ((samplesInX | samplesInY) != 1)
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{
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target = colorState.Depth > 1
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? Target.Texture2DMultisampleArray
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: Target.Texture2DMultisample;
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}
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else
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{
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target = colorState.Depth > 1
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? Target.Texture2DArray
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: Target.Texture2D;
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}
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FormatInfo formatInfo = colorState.Format.Convert();
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int width, stride;
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// For linear textures, the width value is actually the stride.
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// We can easily get the width by dividing the stride by the bpp,
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// since the stride is the total number of bytes occupied by a
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// line. The stride should also meet alignment constraints however,
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// so the width we get here is the aligned width.
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if (isLinear)
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{
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width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
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stride = colorState.WidthOrStride;
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}
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else
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{
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width = colorState.WidthOrStride;
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stride = 0;
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}
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TextureInfo info = new TextureInfo(
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address,
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width,
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colorState.Height,
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colorState.Depth,
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1,
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samplesInX,
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samplesInY,
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stride,
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isLinear,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(info);
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texture.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY)
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{
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ulong address = _context.MemoryManager.Translate(dsState.Address.Pack());
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if (address == MemoryManager.BadAddress)
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{
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return null;
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}
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int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
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Target target = (samplesInX | samplesInY) != 1
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? Target.Texture2DMultisample
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: Target.Texture2D;
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FormatInfo formatInfo = dsState.Format.Convert();
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TextureInfo info = new TextureInfo(
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address,
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size.Width,
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size.Height,
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size.Depth,
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1,
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samplesInX,
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samplesInY,
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0,
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false,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(info);
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texture.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="info">Texture information of the texture to be found or created</param>
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/// <param name="flags">The texture search flags, defines texture comparison rules</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
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// Try to find a perfect texture match, with the same address and parameters.
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int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
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for (int index = 0; index < sameAddressOverlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (overlap.IsPerfectMatch(info, flags))
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{
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if (!isSamplerTexture)
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{
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// If not a sampler texture, it is managed by the auto delete
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// cache, ensure that it is on the "top" of the list to avoid
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// deletion.
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_cache.Lift(overlap);
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}
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else if (!overlap.SizeMatches(info))
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{
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// If this is used for sampling, the size must match,
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// otherwise the shader would sample garbage data.
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// To fix that, we create a new texture with the correct
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// size, and copy the data from the old one to the new one.
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overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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return overlap;
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}
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}
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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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{
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sizeInfo = SizeCalculator.GetLinearTextureSize(
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info.Stride,
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info.Height,
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info.FormatInfo.BlockHeight);
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}
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else
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{
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sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
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info.Width,
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info.Height,
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info.GetDepth(),
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info.Levels,
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info.GetLayers(),
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info.FormatInfo.BlockWidth,
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info.FormatInfo.BlockHeight,
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info.FormatInfo.BytesPerPixel,
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info.GobBlocksInY,
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info.GobBlocksInZ,
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info.GobBlocksInTileX);
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}
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// Find view compatible matches.
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ulong size = (ulong)sizeInfo.TotalSize;
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int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
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Texture texture = null;
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for (int index = 0; index < overlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
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{
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if (!isSamplerTexture)
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{
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info = AdjustSizes(overlap, info, firstLevel);
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}
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texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);
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// The size only matters (and is only really reliable) when the
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// texture is used on a sampler, because otherwise the size will be
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// aligned.
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if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture)
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{
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texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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break;
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}
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}
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// No match, create a new texture.
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if (texture == null)
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{
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texture = new Texture(_context, info, sizeInfo);
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// We need to synchronize before copying the old view data to the texture,
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// otherwise the copied data would be overwritten by a future synchronization.
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texture.SynchronizeMemory();
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for (int index = 0; index < overlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
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{
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TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
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TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);
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ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel);
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overlap.HostTexture.CopyTo(newView, 0, 0);
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overlap.ReplaceView(texture, overlapInfo, newView);
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}
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}
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// If the texture is a 3D texture, we need to additionally copy any slice
|
|
// of the 3D texture to the newly created 3D texture.
|
|
if (info.Target == Target.Texture3D)
|
|
{
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
|
|
if (texture.IsViewCompatible(
|
|
overlap.Info,
|
|
overlap.Size,
|
|
isCopy: true,
|
|
out int firstLayer,
|
|
out int firstLevel))
|
|
{
|
|
overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sampler textures are managed by the texture pool, all other textures
|
|
// are managed by the auto delete cache.
|
|
if (!isSamplerTexture)
|
|
{
|
|
_cache.Add(texture);
|
|
}
|
|
|
|
_textures.Add(texture);
|
|
|
|
ShrinkOverlapsBufferIfNeeded();
|
|
|
|
return texture;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
|
|
/// </summary>
|
|
private void ShrinkOverlapsBufferIfNeeded()
|
|
{
|
|
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
|
|
{
|
|
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjusts the size of the texture information for a given mipmap level,
|
|
/// based on the size of a parent texture.
|
|
/// </summary>
|
|
/// <param name="parent">The parent texture</param>
|
|
/// <param name="info">The texture information to be adjusted</param>
|
|
/// <param name="firstLevel">The first level of the texture view</param>
|
|
/// <returns>The adjusted texture information with the new size</returns>
|
|
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
|
|
{
|
|
// When the texture is used as view of another texture, we must
|
|
// ensure that the sizes are valid, otherwise data uploads would fail
|
|
// (and the size wouldn't match the real size used on the host API).
|
|
// Given a parent texture from where the view is created, we have the
|
|
// following rules:
|
|
// - The view size must be equal to the parent size, divided by (2 ^ l),
|
|
// where l is the first mipmap level of the view. The division result must
|
|
// be rounded down, and the result must be clamped to 1.
|
|
// - If the parent format is compressed, and the view format isn't, the
|
|
// view size is calculated as above, but the width and height of the
|
|
// view must be also divided by the compressed format block width and height.
|
|
// - If the parent format is not compressed, and the view is, the view
|
|
// size is calculated as described on the first point, but the width and height
|
|
// of the view must be also multiplied by the block width and height.
|
|
int width = Math.Max(1, parent.Info.Width >> firstLevel);
|
|
int height = Math.Max(1, parent.Info.Height >> firstLevel);
|
|
|
|
if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
|
|
{
|
|
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
|
|
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
|
|
}
|
|
else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
|
|
{
|
|
width *= info.FormatInfo.BlockWidth;
|
|
height *= info.FormatInfo.BlockHeight;
|
|
}
|
|
|
|
int depthOrLayers;
|
|
|
|
if (info.Target == Target.Texture3D)
|
|
{
|
|
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
|
|
}
|
|
else
|
|
{
|
|
depthOrLayers = info.DepthOrLayers;
|
|
}
|
|
|
|
return new TextureInfo(
|
|
info.Address,
|
|
width,
|
|
height,
|
|
depthOrLayers,
|
|
info.Levels,
|
|
info.SamplesInX,
|
|
info.SamplesInY,
|
|
info.Stride,
|
|
info.IsLinear,
|
|
info.GobBlocksInY,
|
|
info.GobBlocksInZ,
|
|
info.GobBlocksInTileX,
|
|
info.Target,
|
|
info.FormatInfo,
|
|
info.DepthStencilMode,
|
|
info.SwizzleR,
|
|
info.SwizzleG,
|
|
info.SwizzleB,
|
|
info.SwizzleA);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Gets a texture creation information from texture information.
|
|
/// This can be used to create new host textures.
|
|
/// </summary>
|
|
/// <param name="info">Texture information</param>
|
|
/// <param name="caps">GPU capabilities</param>
|
|
/// <returns>The texture creation information</returns>
|
|
public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps)
|
|
{
|
|
FormatInfo formatInfo = info.FormatInfo;
|
|
|
|
if (!caps.SupportsAstcCompression)
|
|
{
|
|
if (formatInfo.Format.IsAstcUnorm())
|
|
{
|
|
formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4);
|
|
}
|
|
else if (formatInfo.Format.IsAstcSrgb())
|
|
{
|
|
formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4);
|
|
}
|
|
}
|
|
|
|
int width = info.Width / info.SamplesInX;
|
|
int height = info.Height / info.SamplesInY;
|
|
|
|
int depth = info.GetDepth() * info.GetLayers();
|
|
|
|
return new TextureCreateInfo(
|
|
width,
|
|
height,
|
|
depth,
|
|
info.Levels,
|
|
info.Samples,
|
|
formatInfo.BlockWidth,
|
|
formatInfo.BlockHeight,
|
|
formatInfo.BytesPerPixel,
|
|
formatInfo.Format,
|
|
info.DepthStencilMode,
|
|
info.Target,
|
|
info.SwizzleR,
|
|
info.SwizzleG,
|
|
info.SwizzleB,
|
|
info.SwizzleA);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flushes all the textures in the cache that have been modified since the last call.
|
|
/// </summary>
|
|
public void Flush()
|
|
{
|
|
foreach (Texture texture in _cache)
|
|
{
|
|
if (texture.Info.IsLinear && texture.Modified)
|
|
{
|
|
texture.Flush();
|
|
|
|
texture.Modified = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flushes textures in the cache inside a given range that have been modified since the last call.
|
|
/// </summary>
|
|
/// <param name="address">The range start address</param>
|
|
/// <param name="size">The range size</param>
|
|
public void Flush(ulong address, ulong size)
|
|
{
|
|
foreach (Texture texture in _cache)
|
|
{
|
|
if (texture.OverlapsWith(address, size) && texture.Modified)
|
|
{
|
|
texture.Flush();
|
|
|
|
texture.Modified = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a texture from the cache.
|
|
/// This only removes the texture from the internal list, not from the auto-deletion cache.
|
|
/// It may still have live references after the removal.
|
|
/// </summary>
|
|
/// <param name="texture">The texture to be removed</param>
|
|
public void RemoveTextureFromCache(Texture texture)
|
|
{
|
|
_textures.Remove(texture);
|
|
}
|
|
}
|
|
} |