예제 #1
0
        /// <summary>
        /// Ensures that the image bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="pool">The current texture pool</param>
        /// <param name="stage">The shader stage using the textures to be bound</param>
        /// <param name="stageIndex">The stage number of the specified shader stage</param>
        private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
        {
            if (_imageBindings[stageIndex] == null)
            {
                return;
            }

            // Scales for images appear after the texture ones.
            int baseScaleIndex = _textureBindings[stageIndex]?.Length ?? 0;

            for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
            {
                TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];

                int textureBufferIndex;
                int samplerBufferIndex;

                if (bindingInfo.CbufSlot < 0)
                {
                    textureBufferIndex = _textureBufferIndex;
                    samplerBufferIndex = textureBufferIndex;
                }
                else
                {
                    textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
                    samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
                }

                int packedId  = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
                int textureId = UnpackTextureId(packedId);

                Texture texture = pool.Get(textureId);

                ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);

                bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);

                if (hostTexture != null && texture.Target == Target.TextureBuffer)
                {
                    // Ensure that the buffer texture is using the correct buffer as storage.
                    // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
                    // to ensure we're not using a old buffer that was already deleted.

                    Format format = bindingInfo.Format;

                    if (format == 0 && texture != null)
                    {
                        format = texture.Format;
                    }

                    _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
                }
                else if (isStore)
                {
                    texture?.SignalModified();
                }

                if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
                {
                    if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
                    {
                        hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
                    }

                    _imageState[stageIndex][index].Texture = hostTexture;

                    Format format = bindingInfo.Format;

                    if (format == 0 && texture != null)
                    {
                        format = texture.Format;
                    }

                    _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
                }
            }
        }
예제 #2
0
        /// <summary>
        /// Ensures that the texture bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="pool">The current texture pool</param>
        /// <param name="stage">The shader stage using the textures to be bound</param>
        /// <param name="stageIndex">The stage number of the specified shader stage</param>
        private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
        {
            if (_textureBindings[stageIndex] == null)
            {
                return;
            }

            bool changed = false;

            for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
            {
                TextureBindingInfo binding = _textureBindings[stageIndex][index];

                int packedId;

                if (binding.IsBindless)
                {
                    ulong address;

                    var bufferManager = _context.Methods.BufferManager;

                    if (_isCompute)
                    {
                        address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
                    }
                    else
                    {
                        address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
                    }

                    packedId = _context.PhysicalMemory.Read <int>(address + (ulong)binding.CbufOffset * 4);
                }
                else
                {
                    packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
                }

                int textureId = UnpackTextureId(packedId);
                int samplerId;

                if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
                {
                    samplerId = textureId;
                }
                else
                {
                    samplerId = UnpackSamplerId(packedId);
                }

                Texture texture = pool.Get(textureId);

                if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
                {
                    texture?.BlacklistScale();
                }

                ITexture hostTexture = texture?.GetTargetTexture(binding.Target);

                if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
                {
                    _textureState[stageIndex][index].Texture = hostTexture;

                    _context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);

                    changed = true;
                }

                if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
                {
                    // Ensure that the buffer texture is using the correct buffer as storage.
                    // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
                    // to ensure we're not using a old buffer that was already deleted.
                    _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
                }

                Sampler sampler = _samplerPool.Get(samplerId);

                ISampler hostSampler = sampler?.HostSampler;

                if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
                {
                    _textureState[stageIndex][index].Sampler = hostSampler;

                    _context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
                }
            }

            if (changed)
            {
                _context.Renderer.Pipeline.UpdateRenderScale(stage, _textureBindings[stageIndex].Length);
            }
        }
예제 #3
0
        /// <summary>
        /// Ensures that the texture bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="pool">The current texture pool</param>
        /// <param name="stage">The shader stage using the textures to be bound</param>
        /// <param name="stageIndex">The stage number of the specified shader stage</param>
        private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
        {
            if (_textureBindings[stageIndex] == null)
            {
                return;
            }

            for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
            {
                TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];

                int textureBufferIndex;
                int samplerBufferIndex;

                if (bindingInfo.CbufSlot < 0)
                {
                    textureBufferIndex = _textureBufferIndex;
                    samplerBufferIndex = textureBufferIndex;
                }
                else
                {
                    textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
                    samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
                }

                int packedId  = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
                int textureId = UnpackTextureId(packedId);
                int samplerId;

                if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
                {
                    samplerId = textureId;
                }
                else
                {
                    samplerId = UnpackSamplerId(packedId);
                }

                Texture texture = pool.Get(textureId);

                ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);

                if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
                {
                    if (UpdateScale(texture, bindingInfo, index, stage))
                    {
                        hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
                    }

                    _textureState[stageIndex][index].Texture = hostTexture;

                    _context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
                }

                if (hostTexture != null && texture.Target == Target.TextureBuffer)
                {
                    // Ensure that the buffer texture is using the correct buffer as storage.
                    // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
                    // to ensure we're not using a old buffer that was already deleted.
                    _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
                }

                Sampler sampler = _samplerPool.Get(samplerId);

                ISampler hostSampler = sampler?.HostSampler;

                if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
                {
                    _textureState[stageIndex][index].Sampler = hostSampler;

                    _context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
                }
            }
        }
        /// <summary>
        /// Ensures that the texture bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="pool">The current texture pool</param>
        /// <param name="stage">The shader stage using the textures to be bound</param>
        /// <param name="stageIndex">The stage number of the specified shader stage</param>
        private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
        {
            if (_textureBindings[stageIndex] == null)
            {
                return;
            }

            for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
            {
                TextureBindingInfo binding = _textureBindings[stageIndex][index];

                int packedId;

                if (binding.IsBindless)
                {
                    ulong address;

                    var bufferManager = _context.Methods.BufferManager;

                    if (_isCompute)
                    {
                        address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
                    }
                    else
                    {
                        address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
                    }

                    packedId = MemoryMarshal.Cast <byte, int>(_context.PhysicalMemory.GetSpan(address + (ulong)binding.CbufOffset * 4, 4))[0];
                }
                else
                {
                    packedId = ReadPackedId(stageIndex, binding.Handle);
                }

                int textureId = UnpackTextureId(packedId);
                int samplerId;

                if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
                {
                    samplerId = textureId;
                }
                else
                {
                    samplerId = UnpackSamplerId(packedId);
                }

                Texture texture = pool.Get(textureId);

                ITexture hostTexture = texture?.GetTargetTexture(binding.Target);

                if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
                {
                    _textureState[stageIndex][index].Texture = hostTexture;

                    _context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
                }

                Sampler sampler = _samplerPool.Get(samplerId);

                ISampler hostSampler = sampler?.HostSampler;

                if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
                {
                    _textureState[stageIndex][index].Sampler = hostSampler;

                    _context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
                }
            }
        }
예제 #5
0
        /// <summary>
        /// Ensures that the image bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="pool">The current texture pool</param>
        /// <param name="stage">The shader stage using the textures to be bound</param>
        /// <param name="stageIndex">The stage number of the specified shader stage</param>
        private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
        {
            int imageCount = _imageBindingsCount[stageIndex];

            if (imageCount == 0)
            {
                return;
            }

            if (pool == null)
            {
                Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
                return;
            }

            // Scales for images appear after the texture ones.
            int baseScaleIndex = _textureBindingsCount[stageIndex];

            for (int index = 0; index < imageCount; index++)
            {
                TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];

                (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);

                int packedId  = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
                int textureId = UnpackTextureId(packedId);

                Texture texture = pool.Get(textureId);

                ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);

                bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);

                if (hostTexture != null && texture.Target == Target.TextureBuffer)
                {
                    // Ensure that the buffer texture is using the correct buffer as storage.
                    // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
                    // to ensure we're not using a old buffer that was already deleted.

                    Format format = bindingInfo.Format;

                    if (format == 0 && texture != null)
                    {
                        format = texture.Format;
                    }

                    _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
                }
                else if (isStore)
                {
                    texture?.SignalModified();
                }

                if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
                {
                    if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
                    {
                        hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
                    }

                    _imageState[stageIndex][index].Texture = hostTexture;

                    Format format = bindingInfo.Format;

                    if (format == 0 && texture != null)
                    {
                        format = texture.Format;
                    }

                    _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
                }
            }
        }
예제 #6
0
        /// <summary>
        /// Ensures that the texture bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="pool">The current texture pool</param>
        /// <param name="stage">The shader stage using the textures to be bound</param>
        /// <param name="stageIndex">The stage number of the specified shader stage</param>
        private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
        {
            int textureCount = _textureBindingsCount[stageIndex];

            if (textureCount == 0)
            {
                return;
            }

            var samplerPool = _samplerPool;

            if (pool == null)
            {
                Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
                return;
            }

            for (int index = 0; index < textureCount; index++)
            {
                TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];

                (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);

                int packedId  = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
                int textureId = UnpackTextureId(packedId);
                int samplerId;

                if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
                {
                    samplerId = textureId;
                }
                else
                {
                    samplerId = UnpackSamplerId(packedId);
                }

                Texture texture = pool.Get(textureId);

                ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);

                if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
                {
                    if (UpdateScale(texture, bindingInfo, index, stage))
                    {
                        hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
                    }

                    _textureState[stageIndex][index].Texture = hostTexture;

                    _context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
                }

                if (hostTexture != null && texture.Target == Target.TextureBuffer)
                {
                    // Ensure that the buffer texture is using the correct buffer as storage.
                    // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
                    // to ensure we're not using a old buffer that was already deleted.
                    _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
                }

                Sampler sampler = samplerPool?.Get(samplerId);

                ISampler hostSampler = sampler?.GetHostSampler(texture);

                if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
                {
                    _textureState[stageIndex][index].Sampler = hostSampler;

                    _context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
                }
            }
        }
        /// <summary>
        /// Ensures that the bindings are visible to the host GPU.
        /// Note: this actually performs the binding using the host graphics API.
        /// </summary>
        /// <param name="specState">Specialization state for the bound shader</param>
        /// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
        public bool CommitBindings(ShaderSpecializationState specState)
        {
            ulong texturePoolAddress = _texturePoolAddress;

            TexturePool texturePool = texturePoolAddress != 0
                ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
                : null;

            SamplerPool samplerPool = _samplerPool;

            // Check if the texture pool has been modified since bindings were last committed.
            // If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
            bool poolModified = _cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool;

            _cachedTexturePool = texturePool;
            _cachedSamplerPool = samplerPool;

            if (texturePool != null)
            {
                int texturePoolSequence = texturePool.CheckModified();

                if (_texturePoolSequence != texturePoolSequence)
                {
                    poolModified         = true;
                    _texturePoolSequence = texturePoolSequence;
                }
            }

            if (samplerPool != null)
            {
                int samplerPoolSequence = samplerPool.CheckModified();

                if (_samplerPoolSequence != samplerPoolSequence)
                {
                    poolModified         = true;
                    _samplerPoolSequence = samplerPoolSequence;
                }
            }

            bool specStateMatches = true;

            if (_isCompute)
            {
                specStateMatches &= CommitTextureBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
                specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
            }
            else
            {
                for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
                {
                    int stageIndex = (int)stage - 1;

                    specStateMatches &= CommitTextureBindings(texturePool, stage, stageIndex, poolModified, specState);
                    specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
                }
            }

            CommitRenderScale();

            return(specStateMatches);
        }