/// <summary> /// Tries to find an existing texture, or create a new one if not found. /// </summary> /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> /// <param name="flags">The texture search flags, defines texture comparison rules</param> /// <param name="info">Texture information of the texture to be found or created</param> /// <param name="layerSize">Size in bytes of a single texture layer</param> /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param> /// <param name="range">Optional ranges of physical memory where the texture data is located</param> /// <returns>The texture</returns> public Texture FindOrCreateTexture( MemoryManager memoryManager, TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size?sizeHint = null, MultiRange?range = null) { bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0; TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0); ulong address; if (range != null) { address = range.Value.GetSubRange(0).Address; } else { address = memoryManager.Translate(info.GpuAddress); if (address == MemoryManager.PteUnmapped) { return(null); } } int sameAddressOverlapsCount; lock (_textures) { // Try to find a perfect texture match, with the same address and parameters. sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps); } Texture texture = null; TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch; for (int index = 0; index < sameAddressOverlapsCount; index++) { Texture overlap = _textureOverlaps[index]; TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags); if (matchQuality != TextureMatchQuality.NoMatch) { // If the parameters match, we need to make sure the texture is mapped to the same memory regions. if (range != null) { // If a range of memory was supplied, just check if the ranges match. if (!overlap.Range.Equals(range.Value)) { continue; } } else { // If no range was supplied, we can check if the GPU virtual address match. If they do, // we know the textures are located at the same memory region. // If they don't, it may still be mapped to the same physical region, so we // do a more expensive check to tell if they are mapped into the same physical regions. // If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless. if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) && !memoryManager.CompareRange(overlap.Range, info.GpuAddress)) { continue; } } } if (matchQuality == TextureMatchQuality.Perfect) { texture = overlap; break; } else if (matchQuality > bestQuality) { texture = overlap; bestQuality = matchQuality; } } if (texture != null) { ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint); texture.SynchronizeMemory(); return(texture); } else if (flags.HasFlag(TextureSearchFlags.NoCreate)) { return(null); } // Calculate texture sizes, used to find all overlapping textures. SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize); ulong size = (ulong)sizeInfo.TotalSize; bool partiallyMapped = false; if (range == null) { range = memoryManager.GetPhysicalRegions(info.GpuAddress, size); for (int i = 0; i < range.Value.Count; i++) { if (range.Value.GetSubRange(i).Address == MemoryManager.PteUnmapped) { partiallyMapped = true; break; } } } // Find view compatible matches. int overlapsCount; lock (_textures) { overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps); } if (_overlapInfo.Length != _textureOverlaps.Length) { Array.Resize(ref _overlapInfo, _textureOverlaps.Length); } // =============== Find Texture View of Existing Texture =============== int fullyCompatible = 0; // Evaluate compatibility of overlaps, add temporary references for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, _context.Capabilities, out int firstLayer, out int firstLevel); if (overlapCompatibility == TextureViewCompatibility.Full) { if (overlap.IsView) { overlapCompatibility = TextureViewCompatibility.CopyOnly; } else { fullyCompatible++; } } _overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel); overlap.IncrementReferenceCount(); } // Search through the overlaps to find a compatible view and establish any copy dependencies. for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; OverlapInfo oInfo = _overlapInfo[index]; if (oInfo.Compatibility == TextureViewCompatibility.Full) { TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel); if (!isSamplerTexture) { info = adjInfo; } texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel); ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint); texture.SynchronizeMemory(); break; } else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0) { // Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead. texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode); texture.InitializeGroup(true, true, new List <TextureIncompatibleOverlap>()); texture.InitializeData(false, false); overlap.SynchronizeMemory(); overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true); break; } } if (texture != null) { // This texture could be a view of multiple parent textures with different storages, even if it is a view. // When a texture is created, make sure all possible dependencies to other textures are created as copies. // (even if it could be fulfilled without a copy) for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; OverlapInfo oInfo = _overlapInfo[index]; if (oInfo.Compatibility <= TextureViewCompatibility.LayoutIncompatible) { if (!overlap.IsView && texture.DataOverlaps(overlap, oInfo.Compatibility)) { texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true); } } else if (overlap.Group != texture.Group) { overlap.SynchronizeMemory(); overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true); } } texture.SynchronizeMemory(); } // =============== Create a New Texture =============== // No match, create a new texture. if (texture == null) { texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode); // Step 1: Find textures that are view compatible with the new texture. // Any textures that are incompatible will contain garbage data, so they should be removed where possible. int viewCompatible = 0; fullyCompatible = 0; bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy); bool hasLayerViews = false; bool hasMipViews = false; var incompatibleOverlaps = new List <TextureIncompatibleOverlap>(); for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; bool overlapInCache = overlap.CacheNode != null; TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, _context.Capabilities, out int firstLayer, out int firstLevel); if (overlap.IsView && compatibility == TextureViewCompatibility.Full) { compatibility = TextureViewCompatibility.CopyOnly; } if (compatibility > TextureViewCompatibility.LayoutIncompatible) { _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel); _textureOverlaps[index] = _textureOverlaps[viewCompatible]; _textureOverlaps[viewCompatible] = overlap; if (compatibility == TextureViewCompatibility.Full) { if (viewCompatible != fullyCompatible) { // Swap overlaps so that the fully compatible views have priority. _overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible]; _textureOverlaps[viewCompatible] = _textureOverlaps[fullyCompatible]; _overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel); _textureOverlaps[fullyCompatible] = overlap; } fullyCompatible++; } viewCompatible++; hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices(); hasMipViews |= overlap.Info.Levels < texture.Info.Levels; } else { bool dataOverlaps = texture.DataOverlaps(overlap, compatibility); if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group)) { incompatibleOverlaps.Add(new TextureIncompatibleOverlap(overlap.Group, compatibility)); } bool removeOverlap; bool modified = overlap.CheckModified(false); if (overlapInCache || !setData) { if (!dataOverlaps) { // Allow textures to overlap if their data does not actually overlap. // This typically happens when mip level subranges of a layered texture are used. (each texture fills the gaps of the others) continue; } // The overlap texture is going to contain garbage data after we draw, or is generally incompatible. // The texture group will obtain copy dependencies for any subresources that are compatible between the two textures, // but sometimes its data must be flushed regardless. // If the texture was modified since its last use, then that data is probably meant to go into this texture. // If the data has been modified by the CPU, then it also shouldn't be flushed. bool flush = overlapInCache && !modified && overlap.AlwaysFlushOnOverlap; setData |= modified || flush; if (overlapInCache) { _cache.Remove(overlap, flush); } removeOverlap = modified; } else { // If an incompatible overlapping texture has been modified, then it's data is likely destined for this texture, // and the overlapped texture will contain garbage. In this case, it should be removed to save memory. removeOverlap = modified; } if (removeOverlap && overlap.Info.Target != Target.TextureBuffer) { overlap.RemoveFromPools(false); } } } texture.InitializeGroup(hasLayerViews, hasMipViews, incompatibleOverlaps); // We need to synchronize before copying the old view data to the texture, // otherwise the copied data would be overwritten by a future synchronization. texture.InitializeData(false, setData); texture.Group.InitializeOverlaps(); for (int index = 0; index < viewCompatible; index++) { Texture overlap = _textureOverlaps[index]; OverlapInfo oInfo = _overlapInfo[index]; if (overlap.Group == texture.Group) { // If the texture group is equal, then this texture (or its parent) is already a view. continue; } TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel); if (texture.ScaleFactor != overlap.ScaleFactor) { // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself. // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy. texture.PropagateScale(overlap); } if (oInfo.Compatibility != TextureViewCompatibility.Full) { // Copy only compatibility, or target texture is already a view. overlap.SynchronizeMemory(); texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false); } else { TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor); ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel); overlap.SynchronizeMemory(); overlap.HostTexture.CopyTo(newView, 0, 0); overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel); } } texture.SynchronizeMemory(); } // Sampler textures are managed by the texture pool, all other textures // are managed by the auto delete cache. if (!isSamplerTexture) { _cache.Add(texture); } lock (_textures) { _textures.Add(texture); } if (partiallyMapped) { lock (_partiallyMappedTextures) { _partiallyMappedTextures.Add(texture); } } ShrinkOverlapsBufferIfNeeded(); for (int i = 0; i < overlapsCount; i++) { _textureOverlaps[i].DecrementReferenceCount(); } return(texture); }
/// <summary> /// Tries to find an existing texture, or create a new one if not found. /// </summary> /// <param name="flags">The texture search flags, defines texture comparison rules</param> /// <param name="info">Texture information of the texture to be found or created</param> /// <param name="layerSize">Size in bytes of a single texture layer</param> /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param> /// <param name="range">Optional ranges of physical memory where the texture data is located</param> /// <returns>The texture</returns> public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size?sizeHint = null, MultiRange?range = null) { bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0; bool isScalable = IsUpscaleCompatible(info); TextureScaleMode scaleMode = TextureScaleMode.Blacklisted; if (isScalable) { scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible; } ulong address; if (range != null) { address = range.Value.GetSubRange(0).Address; } else { address = _context.MemoryManager.Translate(info.GpuAddress); if (address == MemoryManager.PteUnmapped) { return(null); } } int sameAddressOverlapsCount; lock (_textures) { // Try to find a perfect texture match, with the same address and parameters. sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps); } Texture texture = null; TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch; for (int index = 0; index < sameAddressOverlapsCount; index++) { Texture overlap = _textureOverlaps[index]; bool rangeMatches = range != null?overlap.Range.Equals(range.Value) : overlap.Info.GpuAddress == info.GpuAddress; if (!rangeMatches) { continue; } TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags); if (matchQuality == TextureMatchQuality.Perfect) { texture = overlap; break; } else if (matchQuality > bestQuality) { texture = overlap; bestQuality = matchQuality; } } if (texture != null) { if (!isSamplerTexture) { // If not a sampler texture, it is managed by the auto delete // cache, ensure that it is on the "top" of the list to avoid // deletion. _cache.Lift(texture); } ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint); texture.SynchronizeMemory(); return(texture); } // Calculate texture sizes, used to find all overlapping textures. SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize); ulong size = (ulong)sizeInfo.TotalSize; if (range == null) { range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size); } // Find view compatible matches. int overlapsCount; lock (_textures) { overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps); } for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, out int firstLayer, out int firstLevel); if (overlapCompatibility == TextureViewCompatibility.Full) { TextureInfo oInfo = AdjustSizes(overlap, info, firstLevel); if (!isSamplerTexture) { info = oInfo; } texture = overlap.CreateView(oInfo, sizeInfo, range.Value, firstLayer, firstLevel); if (overlap.IsModified) { texture.SignalModified(); } ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint); break; } else if (overlapCompatibility == TextureViewCompatibility.CopyOnly) { // TODO: Copy rules for targets created after the container texture. See below. overlap.DisableMemoryTracking(); } } // No match, create a new texture. if (texture == null) { texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode); // Step 1: Find textures that are view compatible with the new texture. // Any textures that are incompatible will contain garbage data, so they should be removed where possible. int viewCompatible = 0; bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy); for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; bool overlapInCache = overlap.CacheNode != null; TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, out int firstLayer, out int firstLevel); if (compatibility != TextureViewCompatibility.Incompatible) { if (_overlapInfo.Length != _textureOverlaps.Length) { Array.Resize(ref _overlapInfo, _textureOverlaps.Length); } _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel); _textureOverlaps[viewCompatible++] = overlap; } else if (overlapInCache || !setData) { if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ) { // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap. continue; } // The overlap texture is going to contain garbage data after we draw, or is generally incompatible. // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us, // it must be flushed before removal, so that the data is not lost. // If the texture was modified since its last use, then that data is probably meant to go into this texture. // If the data has been modified by the CPU, then it also shouldn't be flushed. bool modified = overlap.ConsumeModified(); bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture); setData |= modified || flush; if (overlapInCache) { _cache.Remove(overlap, flush); } } } // We need to synchronize before copying the old view data to the texture, // otherwise the copied data would be overwritten by a future synchronization. texture.InitializeData(false, setData); for (int index = 0; index < viewCompatible; index++) { Texture overlap = _textureOverlaps[index]; OverlapInfo oInfo = _overlapInfo[index]; if (oInfo.Compatibility != TextureViewCompatibility.Full) { continue; // Copy only compatibilty. } TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel); TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor); if (texture.ScaleFactor != overlap.ScaleFactor) { // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself. // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy. texture.PropagateScale(overlap); } ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel); overlap.HostTexture.CopyTo(newView, 0, 0); // Inherit modification from overlapping texture, do that before replacing // the view since the replacement operation removes it from the list. if (overlap.IsModified) { texture.SignalModified(); } overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel); } // If the texture is a 3D texture, we need to additionally copy any slice // of the 3D texture to the newly created 3D texture. if (info.Target == Target.Texture3D && viewCompatible > 0) { // TODO: This copy can currently only happen when the 3D texture is created. // If a game clears and redraws the slices, we won't be able to copy the new data to the 3D texture. // Disable tracking to try keep at least the original data in there for as long as possible. texture.DisableMemoryTracking(); for (int index = 0; index < viewCompatible; index++) { Texture overlap = _textureOverlaps[index]; OverlapInfo oInfo = _overlapInfo[index]; if (oInfo.Compatibility != TextureViewCompatibility.Incompatible) { overlap.BlacklistScale(); overlap.HostTexture.CopyTo(texture.HostTexture, oInfo.FirstLayer, oInfo.FirstLevel); if (overlap.IsModified) { texture.SignalModified(); } } } } } // Sampler textures are managed by the texture pool, all other textures // are managed by the auto delete cache. if (!isSamplerTexture) { _cache.Add(texture); } lock (_textures) { _textures.Add(texture); } ShrinkOverlapsBufferIfNeeded(); return(texture); }