Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
riperiperi 0129250c2e
Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor

Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.

Specifically fixes a random chance of full screen colour flickering in Super Mario Party.

* Apply suggestions from code review

Oops

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-19 20:05:43 +02:00

484 lines
19 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;
private float[] _scales;
private bool _scaleChanged;
/// <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][];
_scales = new float[64];
for (int i = 0; i < 64; i++)
{
_scales[i] = 1f;
}
}
/// <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>
/// Updates the texture scale for a given texture or image.
/// </summary>
/// <param name="texture">Start GPU virtual address of the pool</param>
/// <param name="binding">The related texture binding</param>
/// <param name="index">The texture/image binding index</param>
/// <param name="stage">The active shader stage</param>
/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
{
float result = 1f;
bool changed = false;
if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
{
_scaleChanged |= true;
switch (stage)
{
case ShaderStage.Fragment:
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
texture.BlacklistScale();
break;
}
float scale = texture.ScaleFactor;
TextureManager manager = _context.Methods.TextureManager;
if (scale != 1)
{
Texture activeTarget = manager.GetAnyRenderTarget();
if (activeTarget != null && activeTarget.Info.Width / (float)texture.Info.Width == activeTarget.Info.Height / (float)texture.Info.Height)
{
// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
result = -scale;
break;
}
}
result = scale;
break;
case ShaderStage.Compute:
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
texture.BlacklistScale();
}
result = texture.ScaleFactor;
break;
}
}
_scales[index] = result;
return changed;
}
/// <summary>
/// Uploads texture and image scales to the backend when they are used.
/// </summary>
/// <param name="stage">Current shader stage</param>
/// <param name="stageIndex">Shader stage index</param>
private void CommitRenderScale(ShaderStage stage, int stageIndex)
{
if (_scaleChanged)
{
_context.Renderer.Pipeline.UpdateRenderScale(stage, _scales, _textureBindings[stageIndex]?.Length ?? 0, _imageBindings[stageIndex]?.Length ?? 0);
}
}
/// <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);
CommitRenderScale(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);
CommitRenderScale(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 bindingInfo = _textureBindings[stageIndex][index];
int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
int packedId = ReadPackedId(stageIndex, bindingInfo.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(bindingInfo.Target);
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
{
if (UpdateScale(texture, bindingInfo, index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
_textureState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
}
if (hostTexture != null && texture.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.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
}
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(bindingInfo.Binding, 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;
}
// Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindings[stageIndex]?.Length ?? 0;
for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
int textureId = UnpackTextureId(packedId);
Texture texture = pool.Get(textureId);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
if (hostTexture != null && texture.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.
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
}
else if (isStore)
{
texture?.SignalModified();
}
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
{
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
_imageState[stageIndex][index].Texture = hostTexture;
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
}
}
}
/// <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>
/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
/// <returns>The texture descriptor for the specified texture</returns>
public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
{
int packedId = ReadPackedId(stageIndex, handle, cbufSlot < 0 ? state.Get<int>(MethodOffset.TextureBufferIndex) : cbufSlot);
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>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()
{
_rebind = true;
}
}
}