/// <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)); } }
/// <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); }
/// <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); }