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Prefer truly perfect texture matches over fomat aliased ones (#1754)
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@ -800,29 +800,31 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="info">Texture information to compare against</param>
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/// <param name="flags">Comparison flags</param>
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/// <returns>True if the textures are strictly equal or similar, false otherwise</returns>
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public bool IsPerfectMatch(TextureInfo info, TextureSearchFlags flags)
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/// <returns>A value indicating how well this texture matches the given info</returns>
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public TextureMatchQuality IsExactMatch(TextureInfo info, TextureSearchFlags flags)
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{
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if (!TextureCompatibility.FormatMatches(Info, info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0))
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TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0);
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if (matchQuality == TextureMatchQuality.NoMatch)
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{
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return false;
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return matchQuality;
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}
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if (!TextureCompatibility.LayoutMatches(Info, info))
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{
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return false;
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return TextureMatchQuality.NoMatch;
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}
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if (!TextureCompatibility.SizeMatches(Info, info, (flags & TextureSearchFlags.Strict) == 0))
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{
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return false;
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return TextureMatchQuality.NoMatch;
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}
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if ((flags & TextureSearchFlags.ForSampler) != 0 || (flags & TextureSearchFlags.Strict) != 0)
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{
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if (!TextureCompatibility.SamplerParamsMatches(Info, info))
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{
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return false;
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return TextureMatchQuality.NoMatch;
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}
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}
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@ -832,15 +834,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (!msTargetCompatible && !TextureCompatibility.TargetAndSamplesCompatible(Info, info))
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{
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return false;
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return TextureMatchQuality.NoMatch;
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}
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}
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else if (!TextureCompatibility.TargetAndSamplesCompatible(Info, info))
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{
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return false;
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return TextureMatchQuality.NoMatch;
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}
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return Info.Address == info.Address && Info.Levels == info.Levels;
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return Info.Address == info.Address && Info.Levels == info.Levels ? matchQuality : TextureMatchQuality.NoMatch;
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}
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/// <summary>
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@ -125,14 +125,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="rhs">Texture information to compare with</param>
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/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
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/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
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/// <returns>True if the format matches, with the given comparison rules</returns>
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public static bool FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
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/// <returns>A value indicating how well the formats match</returns>
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public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
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{
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// D32F and R32F texture have the same representation internally,
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// however the R32F format is used to sample from depth textures.
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if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
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{
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return true;
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return TextureMatchQuality.FormatAlias;
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}
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if (forCopy)
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@ -141,22 +141,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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// use equivalent color formats. We must also consider them as compatible.
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if (lhs.FormatInfo.Format == Format.S8Uint && rhs.FormatInfo.Format == Format.R8Unorm)
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{
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return true;
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return TextureMatchQuality.FormatAlias;
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}
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if (lhs.FormatInfo.Format == Format.D16Unorm && rhs.FormatInfo.Format == Format.R16Unorm)
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{
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return true;
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return TextureMatchQuality.FormatAlias;
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}
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if ((lhs.FormatInfo.Format == Format.D24UnormS8Uint ||
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lhs.FormatInfo.Format == Format.D24X8Unorm) && rhs.FormatInfo.Format == Format.B8G8R8A8Unorm)
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{
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return true;
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return TextureMatchQuality.FormatAlias;
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}
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}
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return lhs.FormatInfo.Format == rhs.FormatInfo.Format;
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return lhs.FormatInfo.Format == rhs.FormatInfo.Format ? TextureMatchQuality.Perfect : TextureMatchQuality.NoMatch;
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}
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/// <summary>
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@ -682,26 +682,43 @@ namespace Ryujinx.Graphics.Gpu.Image
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sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
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}
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Texture texture = null;
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TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
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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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TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
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if (matchQuality == TextureMatchQuality.Perfect)
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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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ChangeSizeIfNeeded(info, overlap, isSamplerTexture, sizeHint);
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overlap.SynchronizeMemory();
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return overlap;
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texture = overlap;
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break;
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}
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else if (matchQuality > bestQuality)
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{
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texture = overlap;
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bestQuality = matchQuality;
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}
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}
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if (texture != null)
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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(texture);
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}
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ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
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texture.SynchronizeMemory();
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return texture;
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}
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// Calculate texture sizes, used to find all overlapping textures.
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@ -743,8 +760,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
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}
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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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9
Ryujinx.Graphics.Gpu/Image/TextureMatchQuality.cs
Normal file
9
Ryujinx.Graphics.Gpu/Image/TextureMatchQuality.cs
Normal file
@ -0,0 +1,9 @@
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namespace Ryujinx.Graphics.Gpu.Image
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{
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enum TextureMatchQuality
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{
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NoMatch,
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FormatAlias,
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Perfect
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}
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}
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@ -121,7 +121,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// If the descriptors are the same, the texture is the same,
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// we don't need to remove as it was not modified. Just continue.
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if (texture.IsPerfectMatch(GetInfo(descriptor), TextureSearchFlags.Strict))
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if (texture.IsExactMatch(GetInfo(descriptor), TextureSearchFlags.Strict) != TextureMatchQuality.NoMatch)
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{
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continue;
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}
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