Esempio n. 1
0
        /// <summary>
        /// Create a copy dependency between this texture group, and a texture at a given layer/level offset.
        /// </summary>
        /// <param name="other">The view compatible texture to create a dependency to</param>
        /// <param name="firstLayer">The base layer of the given texture relative to the storage</param>
        /// <param name="firstLevel">The base level of the given texture relative to the storage</param>
        /// <param name="copyTo">True if this texture is first copied to the given one, false for the opposite direction</param>
        public void CreateCopyDependency(Texture other, int firstLayer, int firstLevel, bool copyTo)
        {
            TextureGroup otherGroup = other.Group;

            EnsureFullSubdivision();
            otherGroup.EnsureFullSubdivision();

            // Get the location of each texture within its storage, so we can find the handles to apply the dependency to.
            // This can consist of multiple disjoint regions, for example if this is a mip slice of an array texture.

            var targetRange = new List <(int BaseHandle, int RegionCount)>();
            var otherRange  = new List <(int BaseHandle, int RegionCount)>();

            EvaluateRelevantHandles(firstLayer, firstLevel, other.Info.GetSlices(), other.Info.Levels, (baseHandle, regionCount, split) => targetRange.Add((baseHandle, regionCount)));
            otherGroup.EvaluateRelevantHandles(other, (baseHandle, regionCount, split) => otherRange.Add((baseHandle, regionCount)));

            int targetIndex = 0;
            int otherIndex  = 0;

            (int Handle, int RegionCount)targetRegion = (0, 0);
            (int Handle, int RegionCount)otherRegion  = (0, 0);

            while (true)
            {
                if (targetRegion.RegionCount == 0)
                {
                    if (targetIndex >= targetRange.Count)
                    {
                        break;
                    }

                    targetRegion = targetRange[targetIndex++];
                }

                if (otherRegion.RegionCount == 0)
                {
                    if (otherIndex >= otherRange.Count)
                    {
                        break;
                    }

                    otherRegion = otherRange[otherIndex++];
                }

                TextureGroupHandle handle      = _handles[targetRegion.Handle++];
                TextureGroupHandle otherHandle = other.Group._handles[otherRegion.Handle++];

                targetRegion.RegionCount--;
                otherRegion.RegionCount--;

                handle.CreateCopyDependency(otherHandle, copyTo);

                // If "copyTo" is true, this texture must copy to the other.
                // Otherwise, it must copy to this texture.

                if (copyTo)
                {
                    otherHandle.Copy(handle);
                }
                else
                {
                    handle.Copy(otherHandle);
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Synchronize memory for a given texture.
        /// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.
        /// </summary>
        /// <param name="texture">The texture being used</param>
        public void SynchronizeMemory(Texture texture)
        {
            EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
            {
                bool dirty       = false;
                bool anyModified = false;
                bool anyUnmapped = false;

                for (int i = 0; i < regionCount; i++)
                {
                    TextureGroupHandle group = _handles[baseHandle + i];

                    bool modified       = group.Modified;
                    bool handleDirty    = false;
                    bool handleModified = false;
                    bool handleUnmapped = false;

                    foreach (CpuRegionHandle handle in group.Handles)
                    {
                        if (handle.Dirty)
                        {
                            handle.Reprotect();
                            handleDirty = true;
                        }
                        else
                        {
                            handleUnmapped |= handle.Unmapped;
                            handleModified |= modified;
                        }
                    }

                    // Evaluate if any copy dependencies need to be fulfilled. A few rules:
                    // If the copy handle needs to be synchronized, prefer our own state.
                    // If we need to be synchronized and there is a copy present, prefer the copy.

                    if (group.NeedsCopy && group.Copy())
                    {
                        anyModified |= true; // The copy target has been modified.
                        handleDirty  = false;
                    }
                    else
                    {
                        anyModified |= handleModified;
                        dirty       |= handleDirty;
                    }

                    anyUnmapped |= handleUnmapped;

                    if (group.NeedsCopy)
                    {
                        // The texture we copied from is still being written to. Copy from it again the next time this texture is used.
                        texture.SignalGroupDirty();
                    }

                    _loadNeeded[baseHandle + i] = handleDirty && !handleUnmapped;
                }

                if (dirty)
                {
                    if (anyUnmapped || (_handles.Length > 1 && (anyModified || split)))
                    {
                        // Partial texture invalidation. Only update the layers/levels with dirty flags of the storage.

                        SynchronizePartial(baseHandle, regionCount);
                    }
                    else
                    {
                        // Full texture invalidation.

                        texture.SynchronizeFull();
                    }
                }
            });
        }