Initial support for image stores, support texture sample on compute
This commit is contained in:
parent
717ace6f6e
commit
1b7d955195
44 changed files with 1053 additions and 497 deletions
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@ -217,8 +217,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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ulong rangeSize = (EndAddress - Address + pageMask) & ~pageMask;
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_context.Methods.InvalidateRange(rangeAddress, rangeSize);
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Span<byte> data = _context.PhysicalMemory.Read(Address, Size);
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if (_info.IsLinear)
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@ -683,11 +681,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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return Address < address + size && address < EndAddress;
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}
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public void Invalidate()
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{
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// _hasData = false;
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}
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public void IncrementReferenceCount()
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{
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_referenceCount++;
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231
Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
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231
Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
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@ -0,0 +1,231 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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class TextureBindingsManager
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{
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private GpuContext _context;
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private bool _isCompute;
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private SamplerPool _samplerPool;
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private ulong _texturePoolAddress;
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private int _texturePoolMaximumId;
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private TexturePoolCache _texturePoolCache;
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private TextureBindingInfo[][] _textureBindings;
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private TextureBindingInfo[][] _imageBindings;
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private struct TextureStatePerStage
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{
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public ITexture Texture;
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public ISampler Sampler;
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}
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private TextureStatePerStage[][] _textureState;
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private TextureStatePerStage[][] _imageState;
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private int _textureBufferIndex;
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private bool _rebind;
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public TextureBindingsManager(GpuContext context, bool isCompute)
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{
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_context = context;
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_isCompute = isCompute;
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_texturePoolCache = new TexturePoolCache(context);
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int stages = isCompute ? 1 : Constants.TotalShaderStages;
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_textureBindings = new TextureBindingInfo[stages][];
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_imageBindings = new TextureBindingInfo[stages][];
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_textureState = new TextureStatePerStage[stages][];
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_imageState = new TextureStatePerStage[stages][];
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}
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public void SetTextures(int stage, TextureBindingInfo[] bindings)
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{
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_textureBindings[stage] = bindings;
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_textureState[stage] = new TextureStatePerStage[bindings.Length];
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}
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public void SetImages(int stage, TextureBindingInfo[] bindings)
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{
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_imageBindings[stage] = bindings;
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_imageState[stage] = new TextureStatePerStage[bindings.Length];
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}
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public void SetTextureBufferIndex(int index)
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{
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_textureBufferIndex = index;
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}
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public void SetSamplerPool(ulong gpuVa, int maximumId)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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if (_samplerPool != null)
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{
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if (_samplerPool.Address == address)
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{
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return;
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}
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_samplerPool.Dispose();
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}
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_samplerPool = new SamplerPool(_context, address, maximumId);
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}
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public void SetTexturePool(ulong gpuVa, int maximumId)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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_texturePoolAddress = address;
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_texturePoolMaximumId = maximumId;
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}
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public void CommitBindings()
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{
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TexturePool texturePool = _texturePoolCache.FindOrCreate(
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_texturePoolAddress,
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_texturePoolMaximumId);
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if (_isCompute)
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{
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CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
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CommitImageBindings (texturePool, ShaderStage.Compute, 0);
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}
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else
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{
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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int stageIndex = (int)stage - 1;
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CommitTextureBindings(texturePool, stage, stageIndex);
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CommitImageBindings (texturePool, stage, stageIndex);
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}
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}
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_rebind = false;
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}
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private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
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{
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if (_textureBindings[stageIndex] == null)
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{
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return;
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}
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for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _textureBindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, binding.Handle);
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int textureId = UnpackTextureId(packedId);
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int samplerId = UnpackSamplerId(packedId);
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Texture texture = pool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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_textureState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.BindTexture(index, stage, hostTexture);
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}
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Sampler sampler = _samplerPool.Get(samplerId);
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ISampler hostSampler = sampler?.HostSampler;
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if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
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{
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_textureState[stageIndex][index].Sampler = hostSampler;
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_context.Renderer.Pipeline.BindSampler(index, stage, hostSampler);
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}
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}
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}
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private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
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{
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if (_imageBindings[stageIndex] == null)
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{
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return;
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}
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for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _imageBindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, binding.Handle);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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_imageState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.BindImage(index, stage, hostTexture);
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}
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}
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}
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private int ReadPackedId(int stage, int wordOffset)
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{
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ulong address;
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var bufferManager = _context.Methods.BufferManager;
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(_textureBufferIndex);
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stage, _textureBufferIndex);
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}
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address += (uint)wordOffset * 4;
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return BitConverter.ToInt32(_context.PhysicalMemory.Read(address, 4));
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}
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private static int UnpackTextureId(int packedId)
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{
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return (packedId >> 0) & 0xfffff;
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}
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private static int UnpackSamplerId(int packedId)
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{
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return (packedId >> 20) & 0xfff;
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}
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public void InvalidatePoolRange(ulong address, ulong size)
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{
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_samplerPool?.InvalidateRange(address, size);
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_texturePoolCache.InvalidateRange(address, size);
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}
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public void Rebind()
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{
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_rebind = true;
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}
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}
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}
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@ -4,7 +4,6 @@ using Ryujinx.Graphics.GAL.Texture;
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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.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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@ -12,15 +11,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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class TextureManager
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{
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private GpuContext _context;
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private BufferManager _bufferManager;
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private GpuContext _context;
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private SamplerPool _samplerPool;
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private ulong _texturePoolAddress;
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private int _texturePoolMaximumId;
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private TexturePoolCache _texturePoolCache;
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private TextureBindingsManager _cpBindingsManager;
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private TextureBindingsManager _gpBindingsManager;
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private Texture[] _rtColors;
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private Texture _rtColor3D;
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@ -35,24 +29,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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private AutoDeleteCache _cache;
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private TextureBindingInfo[][] _bindings;
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private struct TextureStatePerStage
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public TextureManager(GpuContext context)
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{
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public ITexture Texture;
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public ISampler Sampler;
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}
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_context = context;
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private TextureStatePerStage[][] _textureState;
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private int _textureBufferIndex;
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public TextureManager(GpuContext context, BufferManager bufferManager)
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{
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_context = context;
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_bufferManager = bufferManager;
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_texturePoolCache = new TexturePoolCache(context, this);
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_cpBindingsManager = new TextureBindingsManager(context, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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@ -61,47 +43,56 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textures = new RangeList<Texture>();
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_cache = new AutoDeleteCache();
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_bindings = new TextureBindingInfo[Constants.TotalShaderStages][];
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_textureState = new TextureStatePerStage[Constants.TotalShaderStages][];
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}
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public void BindTextures(int stage, TextureBindingInfo[] bindings)
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public void SetComputeTextures(TextureBindingInfo[] bindings)
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{
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_bindings[stage] = bindings;
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_textureState[stage] = new TextureStatePerStage[bindings.Length];
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_cpBindingsManager.SetTextures(0, bindings);
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}
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public void SetTextureBufferIndex(int index)
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public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
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{
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_textureBufferIndex = index;
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_gpBindingsManager.SetTextures(stage, bindings);
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}
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public void SetSamplerPool(ulong gpuVa, int maximumId)
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public void SetComputeImages(TextureBindingInfo[] bindings)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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if (_samplerPool != null)
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{
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if (_samplerPool.Address == address)
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{
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return;
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}
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_samplerPool.Dispose();
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}
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_samplerPool = new SamplerPool(_context, address, maximumId);
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_cpBindingsManager.SetImages(0, bindings);
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}
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public void SetTexturePool(ulong gpuVa, int maximumId)
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public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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_gpBindingsManager.SetImages(stage, bindings);
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}
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_texturePoolAddress = address;
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_texturePoolMaximumId = maximumId;
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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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public void SetGraphicsTextureBufferIndex(int index)
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{
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId);
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}
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId);
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}
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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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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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public void SetRenderTargetColor(int index, Texture color)
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@ -121,59 +112,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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_rtDepthStencil = depthStencil;
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}
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public void CommitBindings()
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public void CommitComputeBindings()
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{
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UpdateTextures();
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UpdateRenderTargets();
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// Evert 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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private void UpdateTextures()
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public void CommitGraphicsBindings()
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{
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TexturePool texturePool = _texturePoolCache.FindOrCreate(
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_texturePoolAddress,
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_texturePoolMaximumId);
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_gpBindingsManager.CommitBindings();
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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int stageIndex = (int)stage - 1;
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if (_bindings[stageIndex] == null)
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{
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continue;
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}
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for (int index = 0; index < _bindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _bindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, binding.Handle);
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int textureId = (packedId >> 0) & 0xfffff;
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int samplerId = (packedId >> 20) & 0xfff;
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Texture texture = texturePool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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if (_textureState[stageIndex][index].Texture != hostTexture)
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{
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_textureState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.GraphicsPipeline.BindTexture(index, stage, hostTexture);
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}
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Sampler sampler = _samplerPool.Get(samplerId);
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ISampler hostSampler = sampler?.HostSampler;
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if (_textureState[stageIndex][index].Sampler != hostSampler)
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{
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_textureState[stageIndex][index].Sampler = hostSampler;
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_context.Renderer.GraphicsPipeline.BindSampler(index, stage, hostSampler);
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}
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}
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}
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UpdateRenderTargets();
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}
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private void UpdateRenderTargets()
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@ -203,7 +157,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (anyChanged)
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{
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_context.Renderer.GraphicsPipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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}
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else
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@ -217,20 +171,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (anyChanged)
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{
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_context.Renderer.GraphicsPipeline.SetRenderTargets(_rtColor3D.HostTexture, _rtHostDs);
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_context.Renderer.Pipeline.SetRenderTargets(_rtColor3D.HostTexture, _rtHostDs);
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}
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}
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}
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private int ReadPackedId(int stage, int wordOffset)
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{
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ulong address = _bufferManager.GetGraphicsUniformBufferAddress(stage, _textureBufferIndex);
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address += (uint)wordOffset * 4;
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return BitConverter.ToInt32(_context.PhysicalMemory.Read(address, 4));
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}
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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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@ -645,20 +590,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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return ts[0];
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}
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public void InvalidateRange(ulong address, ulong size)
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{
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Texture[] overlaps = _textures.FindOverlaps(address, size);
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foreach (Texture overlap in overlaps)
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{
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overlap.Invalidate();
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}
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_samplerPool?.InvalidateRange(address, size);
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_texturePoolCache.InvalidateRange(address, size);
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}
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public void Flush()
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{
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foreach (Texture texture in _cache)
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@ -9,8 +9,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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class TexturePool : Pool<Texture>
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{
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private TextureManager _textureManager;
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public LinkedListNode<TexturePool> CacheNode { get; set; }
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private struct TextureContainer
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@ -20,13 +18,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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public TexturePool(
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GpuContext context,
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TextureManager textureManager,
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ulong address,
|
||||
int maximumId) : base(context, address, maximumId)
|
||||
{
|
||||
_textureManager = textureManager;
|
||||
}
|
||||
GpuContext context,
|
||||
ulong address,
|
||||
int maximumId) : base(context, address, maximumId) { }
|
||||
|
||||
public override Texture Get(int id)
|
||||
{
|
||||
|
@ -56,7 +50,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
return null;
|
||||
}
|
||||
|
||||
texture = _textureManager.FindOrCreateTexture(info, TextureSearchFlags.Sampler);
|
||||
texture = Context.Methods.TextureManager.FindOrCreateTexture(info, TextureSearchFlags.Sampler);
|
||||
|
||||
texture.IncrementReferenceCount();
|
||||
|
||||
|
|
|
@ -6,15 +6,13 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
{
|
||||
private const int MaxCapacity = 4;
|
||||
|
||||
private GpuContext _context;
|
||||
private TextureManager _textureManager;
|
||||
private GpuContext _context;
|
||||
|
||||
private LinkedList<TexturePool> _pools;
|
||||
|
||||
public TexturePoolCache(GpuContext context, TextureManager textureManager)
|
||||
public TexturePoolCache(GpuContext context)
|
||||
{
|
||||
_context = context;
|
||||
_textureManager = textureManager;
|
||||
_context = context;
|
||||
|
||||
_pools = new LinkedList<TexturePool>();
|
||||
}
|
||||
|
@ -42,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
|
||||
// If not found, create a new one.
|
||||
pool = new TexturePool(_context, _textureManager, address, maximumId);
|
||||
pool = new TexturePool(_context, address, maximumId);
|
||||
|
||||
pool.CacheNode = _pools.AddLast(pool);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue