示例#1
0
 /// <summary>
 /// Calculates the size information from the texture information.
 /// </summary>
 /// <param name="layerSize">Optional size of each texture layer in bytes</param>
 /// <returns>Texture size information</returns>
 public SizeInfo CalculateSizeInfo(int layerSize = 0)
 {
     if (Target == Target.TextureBuffer)
     {
         return(new SizeInfo(Width * FormatInfo.BytesPerPixel));
     }
     else if (IsLinear)
     {
         return(SizeCalculator.GetLinearTextureSize(
                    Stride,
                    Height,
                    FormatInfo.BlockHeight));
     }
     else
     {
         return(SizeCalculator.GetBlockLinearTextureSize(
                    Width,
                    Height,
                    GetDepth(),
                    Levels,
                    GetLayers(),
                    FormatInfo.BlockWidth,
                    FormatInfo.BlockHeight,
                    FormatInfo.BytesPerPixel,
                    GobBlocksInY,
                    GobBlocksInZ,
                    GobBlocksInTileX,
                    layerSize));
     }
 }
示例#2
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="info">Texture information of the texture to be found or created</param>
        /// <param name="flags">The texture search flags, defines texture comparison rules</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
        {
            bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;

            // Try to find a perfect texture match, with the same address and parameters.
            int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);

            for (int index = 0; index < sameAddressOverlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsPerfectMatch(info, flags))
                {
                    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(overlap);
                    }
                    else if (!overlap.SizeMatches(info))
                    {
                        // If this is used for sampling, the size must match,
                        // otherwise the shader would sample garbage data.
                        // To fix that, we create a new texture with the correct
                        // size, and copy the data from the old one to the new one.
                        overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    return(overlap);
                }
            }

            // Calculate texture sizes, used to find all overlapping textures.
            SizeInfo sizeInfo;

            if (info.IsLinear)
            {
                sizeInfo = SizeCalculator.GetLinearTextureSize(
                    info.Stride,
                    info.Height,
                    info.FormatInfo.BlockHeight);
            }
            else
            {
                sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
                    info.Width,
                    info.Height,
                    info.GetDepth(),
                    info.Levels,
                    info.GetLayers(),
                    info.FormatInfo.BlockWidth,
                    info.FormatInfo.BlockHeight,
                    info.FormatInfo.BytesPerPixel,
                    info.GobBlocksInY,
                    info.GobBlocksInZ,
                    info.GobBlocksInTileX);
            }

            // Find view compatible matches.
            ulong size = (ulong)sizeInfo.TotalSize;

            int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);

            Texture texture = null;

            for (int index = 0; index < overlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
                {
                    if (!isSamplerTexture)
                    {
                        info = AdjustSizes(overlap, info, firstLevel);
                    }

                    texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);

                    if (IsTextureModified(overlap))
                    {
                        CacheTextureModified(texture);
                    }

                    // The size only matters (and is only really reliable) when the
                    // texture is used on a sampler, because otherwise the size will be
                    // aligned.
                    if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture)
                    {
                        texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    break;
                }
            }

            // No match, create a new texture.
            if (texture == null)
            {
                texture = new Texture(_context, info, sizeInfo);

                // 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.SynchronizeMemory();

                for (int index = 0; index < overlapsCount; index++)
                {
                    Texture overlap = _textureOverlaps[index];

                    if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
                    {
                        TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);

                        TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);

                        ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, 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 (IsTextureModified(overlap))
                        {
                            CacheTextureModified(texture);
                        }

                        overlap.ReplaceView(texture, overlapInfo, newView);
                    }
                }

                // 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)
                {
                    for (int index = 0; index < overlapsCount; index++)
                    {
                        Texture overlap = _textureOverlaps[index];

                        if (texture.IsViewCompatible(
                                overlap.Info,
                                overlap.Size,
                                isCopy: true,
                                out int firstLayer,
                                out int firstLevel))
                        {
                            overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);

                            if (IsTextureModified(overlap))
                            {
                                CacheTextureModified(texture);
                            }
                        }
                    }
                }
            }

            // Sampler textures are managed by the texture pool, all other textures
            // are managed by the auto delete cache.
            if (!isSamplerTexture)
            {
                _cache.Add(texture);
                texture.Modified += CacheTextureModified;
                texture.Disposed += CacheTextureDisposed;
            }

            _textures.Add(texture);

            ShrinkOverlapsBufferIfNeeded();

            return(texture);
        }
示例#3
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="info">Texture information of the texture to be found or created</param>
        /// <param name="flags">The texture search flags, defines texture comparison rules</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
        {
            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;
            }

            int sameAddressOverlapsCount;

            lock (_textures)
            {
                // Try to find a perfect texture match, with the same address and parameters.
                sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
            }

            for (int index = 0; index < sameAddressOverlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsPerfectMatch(info, flags))
                {
                    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(overlap);
                    }
                    else if (!TextureCompatibility.SizeMatches(overlap.Info, info))
                    {
                        // If this is used for sampling, the size must match,
                        // otherwise the shader would sample garbage data.
                        // To fix that, we create a new texture with the correct
                        // size, and copy the data from the old one to the new one.
                        overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    overlap.SynchronizeMemory();

                    return(overlap);
                }
            }

            // Calculate texture sizes, used to find all overlapping textures.
            SizeInfo sizeInfo;

            if (info.Target == Target.TextureBuffer)
            {
                sizeInfo = new SizeInfo(info.Width * info.FormatInfo.BytesPerPixel);
            }
            else if (info.IsLinear)
            {
                sizeInfo = SizeCalculator.GetLinearTextureSize(
                    info.Stride,
                    info.Height,
                    info.FormatInfo.BlockHeight);
            }
            else
            {
                sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
                    info.Width,
                    info.Height,
                    info.GetDepth(),
                    info.Levels,
                    info.GetLayers(),
                    info.FormatInfo.BlockWidth,
                    info.FormatInfo.BlockHeight,
                    info.FormatInfo.BytesPerPixel,
                    info.GobBlocksInY,
                    info.GobBlocksInZ,
                    info.GobBlocksInTileX);
            }

            // Find view compatible matches.
            ulong size = (ulong)sizeInfo.TotalSize;
            int   overlapsCount;

            lock (_textures)
            {
                overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
            }

            Texture texture = null;

            for (int index = 0; index < overlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel) == TextureViewCompatibility.Full)
                {
                    if (!isSamplerTexture)
                    {
                        info = AdjustSizes(overlap, info, firstLevel);
                    }

                    texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);

                    if (IsTextureModified(overlap))
                    {
                        texture.SignalModified();
                    }

                    // The size only matters (and is only really reliable) when the
                    // texture is used on a sampler, because otherwise the size will be
                    // aligned.
                    if (!TextureCompatibility.SizeMatches(overlap.Info, info, firstLevel) && isSamplerTexture)
                    {
                        texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    break;
                }
            }

            // No match, create a new texture.
            if (texture == null)
            {
                texture = new Texture(_context, info, sizeInfo, 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;

                for (int index = 0; index < overlapsCount; index++)
                {
                    Texture overlap        = _textureOverlaps[index];
                    bool    overlapInCache = overlap.CacheNode != null;

                    TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Size, 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 && (overlap.Address <texture.Address || overlap.EndAddress> texture.EndAddress) && 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);

                    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 (IsTextureModified(overlap))
                    {
                        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)
                {
                    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 (IsTextureModified(overlap))
                            {
                                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);
                texture.Modified += CacheTextureModified;
                texture.Disposed += CacheTextureDisposed;
            }

            lock (_textures)
            {
                _textures.Add(texture);
            }

            ShrinkOverlapsBufferIfNeeded();

            return(texture);
        }