Ryujinx/src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs
jhorv 268c9aecf8
Texture loading: reduce memory allocations (#6623)
* rebase

* add methods Ryyjinx.Common EmbeddedResources and SteamUtils

* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool

* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>

* Remove now-unused SpanOrArray<T>

* post-rebase cleanup

* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast

* use ByteMemoryPool.Rent() in GetWritableRegion() impls

* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``

* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
2024-04-14 17:06:14 -03:00

147 lines
4.8 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using System.Buffers;
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
{
/// <summary>
/// Threaded representation of a texture.
/// </summary>
class ThreadedTexture : ITexture
{
private readonly ThreadedRenderer _renderer;
private readonly TextureCreateInfo _info;
public ITexture Base;
public int Width => _info.Width;
public int Height => _info.Height;
public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info)
{
_renderer = renderer;
_info = info;
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(_renderer, reference);
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
_renderer.QueueCommand();
}
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
_renderer.QueueCommand();
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
ThreadedTexture dest = (ThreadedTexture)destination;
if (_renderer.IsGpuThread())
{
_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
_renderer.QueueCommand();
}
else
{
// Scaled copy can happen on another thread for a res scale flush.
ThreadedHelpers.SpinUntilNonNull(ref Base);
ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
}
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
ThreadedTexture newTex = new(_renderer, info);
_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
_renderer.QueueCommand();
return newTex;
}
public PinnedSpan<byte> GetData()
{
if (_renderer.IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new();
_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
_renderer.InvokeCommand();
return box.Result;
}
else
{
ThreadedHelpers.SpinUntilNonNull(ref Base);
return Base.GetData();
}
}
public PinnedSpan<byte> GetData(int layer, int level)
{
if (_renderer.IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new();
_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
_renderer.InvokeCommand();
return box.Result;
}
else
{
ThreadedHelpers.SpinUntilNonNull(ref Base);
return Base.GetData(layer, level);
}
}
public void CopyTo(BufferRange range, int layer, int level, int stride)
{
_renderer.New<TextureCopyToBufferCommand>().Set(Ref(this), range, layer, level, stride);
_renderer.QueueCommand();
}
/// <inheritdoc/>
public void SetData(IMemoryOwner<byte> data)
{
_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data));
_renderer.QueueCommand();
}
/// <inheritdoc/>
public void SetData(IMemoryOwner<byte> data, int layer, int level)
{
_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data), layer, level);
_renderer.QueueCommand();
}
/// <inheritdoc/>
public void SetData(IMemoryOwner<byte> data, int layer, int level, Rectangle<int> region)
{
_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data), layer, level, region);
_renderer.QueueCommand();
}
public void SetStorage(BufferRange buffer)
{
_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
_renderer.QueueCommand();
}
public void Release()
{
_renderer.New<TextureReleaseCommand>().Set(Ref(this));
_renderer.QueueCommand();
}
}
}