Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
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7a90abc035
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18 changed files with 1915 additions and 220 deletions
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@ -5,34 +5,46 @@ namespace Ryujinx.Graphics.Texture
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public struct SizeInfo
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{
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private readonly int[] _mipOffsets;
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private readonly int[] _allOffsets;
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private readonly int _levels;
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private readonly int _depth;
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private readonly bool _is3D;
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public readonly int[] AllOffsets;
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public readonly int[] SliceSizes;
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public int LayerSize { get; }
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public int TotalSize { get; }
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public SizeInfo(int size)
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{
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_mipOffsets = new int[] { 0 };
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_allOffsets = new int[] { 0 };
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AllOffsets = new int[] { 0 };
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SliceSizes = new int[] { size };
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_depth = 1;
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_levels = 1;
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LayerSize = size;
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TotalSize = size;
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_is3D = false;
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}
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internal SizeInfo(
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int[] mipOffsets,
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int[] allOffsets,
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int[] sliceSizes,
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int depth,
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int levels,
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int layerSize,
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int totalSize)
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int totalSize,
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bool is3D)
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{
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_mipOffsets = mipOffsets;
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_allOffsets = allOffsets;
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AllOffsets = allOffsets;
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SliceSizes = sliceSizes;
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_depth = depth;
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_levels = levels;
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LayerSize = layerSize;
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TotalSize = totalSize;
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_is3D = is3D;
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}
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public int GetMipOffset(int level)
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@ -47,7 +59,7 @@ namespace Ryujinx.Graphics.Texture
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public bool FindView(int offset, out int firstLayer, out int firstLevel)
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{
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int index = Array.BinarySearch(_allOffsets, offset);
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int index = Array.BinarySearch(AllOffsets, offset);
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if (index < 0)
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{
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@ -57,8 +69,25 @@ namespace Ryujinx.Graphics.Texture
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return false;
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}
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firstLayer = index / _levels;
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firstLevel = index - (firstLayer * _levels);
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if (_is3D)
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{
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firstLayer = index;
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firstLevel = 0;
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int levelDepth = _depth;
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while (firstLayer >= levelDepth)
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{
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firstLayer -= levelDepth;
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firstLevel++;
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levelDepth = Math.Max(levelDepth >> 1, 1);
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}
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}
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else
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{
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firstLayer = index / _levels;
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firstLevel = index - (firstLayer * _levels);
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}
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return true;
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}
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