Texture Sync, incompatible overlap handling, data flush improvements. (#2971)

* Initial test for texture sync

* WIP new texture flushing setup

* Improve rules for incompatible overlaps

Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup.

* Cleanup, improvements

Improve rules for fast DMA

* Small tweak to group together flushes of overlapping handles.

* Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures.

Fixes the new Life is Strange game.

* Flush overlaps before init data, fix 3d texture size/overlap stuff

* Fix 3D Textures, faster single layer flush

Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods)

* Remove unused method

* Minor cleanup

* More cleanup

* Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too

This one's for metro

* Address feedback, ASTC+ETC to FormatClass

* Change offset to use Span slice rather than IntPtr Add

* Fix this too
This commit is contained in:
riperiperi 2022-01-09 16:28:48 +00:00 committed by GitHub
parent 4864648e72
commit cda659955c
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GPG key ID: 4AEE18F83AFDEB23
26 changed files with 1453 additions and 329 deletions

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@ -72,11 +72,6 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public TextureGroup Group { get; private set; }
/// <summary>
/// Set when a texture has been modified by the Host GPU since it was last flushed.
/// </summary>
public bool IsModified { get; internal set; }
/// <summary>
/// Set when a texture has been changed size. This indicates that it may need to be
/// changed again when obtained as a sampler.
@ -89,6 +84,12 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public bool ChangedMapping { get; private set; }
/// <summary>
/// True if the data for this texture must always be flushed when an overlap appears.
/// This is useful if SetData is called directly on this texture, but the data is meant for a future texture.
/// </summary>
public bool AlwaysFlushOnOverlap { get; private set; }
private int _depth;
private int _layers;
public int FirstLayer { get; private set; }
@ -99,6 +100,8 @@ namespace Ryujinx.Graphics.Gpu.Image
private int _updateCount;
private byte[] _currentData;
private bool _modifiedStale = true;
private ITexture _arrayViewTexture;
private Target _arrayViewTarget;
@ -241,6 +244,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="withData">True if the texture is to be initialized with data</param>
public void InitializeData(bool isView, bool withData = false)
{
withData |= Group != null && Group.FlushIncompatibleOverlapsIfNeeded();
if (withData)
{
Debug.Assert(!isView);
@ -280,9 +285,10 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
/// <param name="hasLayerViews">True if the texture will have layer views</param>
/// <param name="hasMipViews">True if the texture will have mip views</param>
public void InitializeGroup(bool hasLayerViews, bool hasMipViews)
/// <param name="incompatibleOverlaps">Groups that overlap with this one but are incompatible</param>
public void InitializeGroup(bool hasLayerViews, bool hasMipViews, List<TextureIncompatibleOverlap> incompatibleOverlaps)
{
Group = new TextureGroup(_context, _physicalMemory, this);
Group = new TextureGroup(_context, _physicalMemory, this, incompatibleOverlaps);
Group.Initialize(ref _sizeInfo, hasLayerViews, hasMipViews);
}
@ -657,6 +663,14 @@ namespace Ryujinx.Graphics.Gpu.Image
_dirty = true;
}
/// <summary>
/// Signal that the modified state is dirty, indicating that the texture group should be notified when it changes.
/// </summary>
public void SignalModifiedDirty()
{
_modifiedStale = true;
}
/// <summary>
/// Fully synchronizes guest and host memory.
/// This will replace the entire texture with the data present in guest memory.
@ -670,8 +684,6 @@ namespace Ryujinx.Graphics.Gpu.Image
ReadOnlySpan<byte> data = _physicalMemory.GetSpan(Range);
IsModified = false;
// If the host does not support ASTC compression, we need to do the decompression.
// The decompression is slow, so we want to avoid it as much as possible.
// This does a byte-by-byte check and skips the update if the data is equal in this case.
@ -710,7 +722,7 @@ namespace Ryujinx.Graphics.Gpu.Image
Group.CheckDirty(this, true);
IsModified = false;
AlwaysFlushOnOverlap = true;
HostTexture.SetData(data);
@ -738,15 +750,17 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Converts texture data to a format and layout that is supported by the host GPU.
/// </summary>
/// <param name="data">Data to be converted</param>
/// <param name="level">Mip level to convert</param>
/// <param name="single">True to convert a single slice</param>
/// <returns>Converted data</returns>
public ReadOnlySpan<byte> ConvertToHostCompatibleFormat(ReadOnlySpan<byte> data, int level = 0, bool single = false)
{
int width = Info.Width;
int height = Info.Height;
int depth = single ? 1 : _depth;
int depth = _depth;
int layers = single ? 1 : _layers;
int levels = single ? 1 : Info.Levels;
int levels = single ? 1 : (Info.Levels - level);
width = Math.Max(width >> level, 1);
height = Math.Max(height >> level, 1);
@ -770,6 +784,7 @@ namespace Ryujinx.Graphics.Gpu.Image
width,
height,
depth,
single ? 1 : depth,
levels,
layers,
Info.FormatInfo.BlockWidth,
@ -821,6 +836,65 @@ namespace Ryujinx.Graphics.Gpu.Image
return data;
}
/// <summary>
/// Converts texture data from a format and layout that is supported by the host GPU, back into the intended format on the guest GPU.
/// </summary>
/// <param name="output">Optional output span to convert into</param>
/// <param name="data">Data to be converted</param>
/// <param name="level">Mip level to convert</param>
/// <param name="single">True to convert a single slice</param>
/// <returns>Converted data</returns>
public ReadOnlySpan<byte> ConvertFromHostCompatibleFormat(Span<byte> output, ReadOnlySpan<byte> data, int level = 0, bool single = false)
{
if (Target != Target.TextureBuffer)
{
int width = Info.Width;
int height = Info.Height;
int depth = _depth;
int layers = single ? 1 : _layers;
int levels = single ? 1 : (Info.Levels - level);
width = Math.Max(width >> level, 1);
height = Math.Max(height >> level, 1);
depth = Math.Max(depth >> level, 1);
if (Info.IsLinear)
{
data = LayoutConverter.ConvertLinearToLinearStrided(
output,
Info.Width,
Info.Height,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.Stride,
Info.FormatInfo.BytesPerPixel,
data);
}
else
{
data = LayoutConverter.ConvertLinearToBlockLinear(
output,
width,
height,
depth,
single ? 1 : depth,
levels,
layers,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.FormatInfo.BytesPerPixel,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
_sizeInfo,
data);
}
}
return data;
}
/// <summary>
/// Flushes the texture data.
/// This causes the texture data to be written back to guest memory.
@ -830,56 +904,48 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
/// </summary>
/// <param name="tracked">Whether or not the flush triggers write tracking. If it doesn't, the texture will not be blacklisted for scaling either.</param>
public void Flush(bool tracked = true)
/// <returns>True if data was flushed, false otherwise</returns>
public bool FlushModified(bool tracked = true)
{
IsModified = false;
if (TextureCompatibility.IsFormatHostIncompatible(Info, _context.Capabilities))
{
return; // Flushing this format is not supported, as it may have been converted to another host format.
}
FlushTextureDataToGuest(tracked);
return TextureCompatibility.CanTextureFlush(Info, _context.Capabilities) && Group.FlushModified(this, tracked);
}
/// <summary>
/// Flushes the texture data, to be called from an external thread.
/// The host backend must ensure that we have shared access to the resource from this thread.
/// This is used when flushing from memory access handlers.
/// Flushes the texture data.
/// This causes the texture data to be written back to guest memory.
/// If the texture was written by the GPU, this includes all modification made by the GPU
/// up to this point.
/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
/// </summary>
public void ExternalFlush(ulong address, ulong size)
/// <param name="tracked">Whether or not the flush triggers write tracking. If it doesn't, the texture will not be blacklisted for scaling either.</param>
public void Flush(bool tracked)
{
if (!IsModified)
if (TextureCompatibility.CanTextureFlush(Info, _context.Capabilities))
{
return;
FlushTextureDataToGuest(tracked);
}
}
/// <summary>
/// Gets a host texture to use for flushing the texture, at 1x resolution.
/// If the HostTexture is already at 1x resolution, it is returned directly.
/// </summary>
/// <returns>The host texture to flush</returns>
public ITexture GetFlushTexture()
{
ITexture texture = HostTexture;
if (ScaleFactor != 1f)
{
// If needed, create a texture to flush back to host at 1x scale.
texture = _flushHostTexture = GetScaledHostTexture(1f, _flushHostTexture);
}
_context.Renderer.BackgroundContextAction(() =>
{
IsModified = false;
if (TextureCompatibility.IsFormatHostIncompatible(Info, _context.Capabilities))
{
return; // Flushing this format is not supported, as it may have been converted to another host format.
}
if (Info.Target == Target.Texture2DMultisample ||
Info.Target == Target.Texture2DMultisampleArray)
{
return; // Flushing multisample textures is not supported, the host does not allow getting their data.
}
ITexture texture = HostTexture;
if (ScaleFactor != 1f)
{
// If needed, create a texture to flush back to host at 1x scale.
texture = _flushHostTexture = GetScaledHostTexture(1f, _flushHostTexture);
}
FlushTextureDataToGuest(false, texture);
});
return texture;
}
/// <summary>
/// Gets data from the host GPU, and flushes it to guest memory.
/// Gets data from the host GPU, and flushes it all to guest memory.
/// </summary>
/// <remarks>
/// This method should be used to retrieve data that was modified by the host GPU.
@ -888,28 +954,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </remarks>
/// <param name="tracked">True if writing the texture data is tracked, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
private void FlushTextureDataToGuest(bool tracked, ITexture texture = null)
public void FlushTextureDataToGuest(bool tracked, ITexture texture = null)
{
if (Range.Count == 1)
{
MemoryRange subrange = Range.GetSubRange(0);
using WritableRegion region = _physicalMemory.GetWritableRegion(Range, tracked);
using (WritableRegion region = _physicalMemory.GetWritableRegion(subrange.Address, (int)subrange.Size, tracked))
{
GetTextureDataFromGpu(region.Memory.Span, tracked, texture);
}
}
else
{
if (tracked)
{
_physicalMemory.Write(Range, GetTextureDataFromGpu(Span<byte>.Empty, true, texture));
}
else
{
_physicalMemory.WriteUntracked(Range, GetTextureDataFromGpu(Span<byte>.Empty, false, texture));
}
}
GetTextureDataFromGpu(region.Memory.Span, tracked, texture);
}
/// <summary>
@ -951,40 +1000,54 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
if (Target != Target.TextureBuffer)
data = ConvertFromHostCompatibleFormat(output, data);
return data;
}
/// <summary>
/// Gets data from the host GPU for a single slice.
/// </summary>
/// <remarks>
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
/// </remarks>
/// <param name="output">An output span to place the texture data into. If empty, one is generated</param>
/// <param name="layer">The layer of the texture to flush</param>
/// <param name="level">The level of the texture to flush</param>
/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
/// <returns>The span containing the texture data</returns>
public ReadOnlySpan<byte> GetTextureDataSliceFromGpu(Span<byte> output, int layer, int level, bool blacklist, ITexture texture = null)
{
ReadOnlySpan<byte> data;
if (texture != null)
{
if (Info.IsLinear)
data = texture.GetData(layer, level);
}
else
{
if (blacklist)
{
data = LayoutConverter.ConvertLinearToLinearStrided(
output,
Info.Width,
Info.Height,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.Stride,
Info.FormatInfo.BytesPerPixel,
data);
BlacklistScale();
data = HostTexture.GetData(layer, level);
}
else if (ScaleFactor != 1f)
{
float scale = ScaleFactor;
SetScale(1f);
data = HostTexture.GetData(layer, level);
SetScale(scale);
}
else
{
data = LayoutConverter.ConvertLinearToBlockLinear(
output,
Info.Width,
Info.Height,
_depth,
Info.Levels,
_layers,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.FormatInfo.BytesPerPixel,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
_sizeInfo,
data);
data = HostTexture.GetData(layer, level);
}
}
data = ConvertFromHostCompatibleFormat(output, data, level, true);
return data;
}
@ -1043,55 +1106,64 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
/// <param name="info">Texture view information</param>
/// <param name="range">Texture view physical memory ranges</param>
/// <param name="layerSize">Layer size on the given texture</param>
/// <param name="caps">Host GPU capabilities</param>
/// <param name="firstLayer">Texture view initial layer on this texture</param>
/// <param name="firstLevel">Texture view first mipmap level on this texture</param>
/// <returns>The level of compatiblilty a view with the given parameters created from this texture has</returns>
public TextureViewCompatibility IsViewCompatible(TextureInfo info, MultiRange range, int layerSize, out int firstLayer, out int firstLevel)
public TextureViewCompatibility IsViewCompatible(TextureInfo info, MultiRange range, int layerSize, Capabilities caps, out int firstLayer, out int firstLevel)
{
int offset = Range.FindOffset(range);
TextureViewCompatibility result = TextureViewCompatibility.Full;
// Out of range.
if (offset < 0)
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewFormatCompatible(Info, info, caps));
if (result != TextureViewCompatibility.Incompatible)
{
firstLayer = 0;
firstLevel = 0;
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewTargetCompatible(Info, info));
if (result == TextureViewCompatibility.Full && Info.FormatInfo.Format != info.FormatInfo.Format && !_context.Capabilities.SupportsMismatchingViewFormat)
{
// AMD and Intel have a bug where the view format is always ignored;
// they use the parent format instead.
// Create a copy dependency to avoid this issue.
result = TextureViewCompatibility.CopyOnly;
}
if (Info.SamplesInX != info.SamplesInX || Info.SamplesInY != info.SamplesInY)
{
result = TextureViewCompatibility.Incompatible;
}
}
firstLayer = 0;
firstLevel = 0;
if (result == TextureViewCompatibility.Incompatible)
{
return TextureViewCompatibility.Incompatible;
}
if (!_sizeInfo.FindView(offset, out firstLayer, out firstLevel))
int offset = Range.FindOffset(range);
if (offset < 0 || !_sizeInfo.FindView(offset, out firstLayer, out firstLevel))
{
return TextureViewCompatibility.Incompatible;
return TextureViewCompatibility.LayoutIncompatible;
}
if (!TextureCompatibility.ViewLayoutCompatible(Info, info, firstLevel))
{
return TextureViewCompatibility.Incompatible;
return TextureViewCompatibility.LayoutIncompatible;
}
if (info.GetSlices() > 1 && LayerSize != layerSize)
{
return TextureViewCompatibility.Incompatible;
return TextureViewCompatibility.LayoutIncompatible;
}
TextureViewCompatibility result = TextureViewCompatibility.Full;
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewFormatCompatible(Info, info));
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewSizeMatches(Info, info, firstLevel));
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewTargetCompatible(Info, info));
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewSubImagesInBounds(Info, info, firstLayer, firstLevel));
if (result == TextureViewCompatibility.Full && Info.FormatInfo.Format != info.FormatInfo.Format && !_context.Capabilities.SupportsMismatchingViewFormat)
{
// AMD and Intel have a bug where the view format is always ignored;
// they use the parent format instead.
// Create a copy dependency to avoid this issue.
result = TextureViewCompatibility.CopyOnly;
}
return (Info.SamplesInX == info.SamplesInX &&
Info.SamplesInY == info.SamplesInY) ? result : TextureViewCompatibility.Incompatible;
return result;
}
/// <summary>
@ -1261,11 +1333,10 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public void SignalModified()
{
bool wasModified = IsModified;
if (!wasModified || Group.HasCopyDependencies)
if (_modifiedStale || Group.HasCopyDependencies)
{
IsModified = true;
Group.SignalModified(this, !wasModified);
_modifiedStale = false;
Group.SignalModified(this);
}
_physicalMemory.TextureCache.Lift(this);
@ -1278,12 +1349,10 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="bound">True if the texture has been bound, false if it has been unbound</param>
public void SignalModifying(bool bound)
{
bool wasModified = IsModified;
if (!wasModified || Group.HasCopyDependencies)
if (_modifiedStale || Group.HasCopyDependencies)
{
IsModified = true;
Group.SignalModifying(this, bound, !wasModified);
_modifiedStale = false;
Group.SignalModifying(this, bound);
}
_physicalMemory.TextureCache.Lift(this);
@ -1309,29 +1378,6 @@ namespace Ryujinx.Graphics.Gpu.Image
HostTexture = hostTexture;
}
/// <summary>
/// Determine if any of our child textures are compaible as views of the given texture.
/// </summary>
/// <param name="texture">The texture to check against</param>
/// <returns>True if any child is view compatible, false otherwise</returns>
public bool HasViewCompatibleChild(Texture texture)
{
if (_viewStorage != this || _views.Count == 0)
{
return false;
}
foreach (Texture view in _views)
{
if (texture.IsViewCompatible(view.Info, view.Range, view.LayerSize, out _, out _) != TextureViewCompatibility.Incompatible)
{
return true;
}
}
return false;
}
/// <summary>
/// Determine if any of this texture's data overlaps with another.
/// </summary>
@ -1489,11 +1535,15 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Called when the memory for this texture has been unmapped.
/// Calls are from non-gpu threads.
/// </summary>
public void Unmapped()
/// <param name="unmapRange">The range of memory being unmapped</param>
public void Unmapped(MultiRange unmapRange)
{
ChangedMapping = true;
IsModified = false; // We shouldn't flush this texture, as its memory is no longer mapped.
if (Group.Storage == this)
{
Group.ClearModified(unmapRange);
}
RemoveFromPools(true);
}