TextureCache: Remove distinction between resolve textures and regular textures.
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@ -430,19 +430,26 @@ bool TextureCache::FreeTexture(Texture* texture) {
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}
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TextureCache::Texture* TextureCache::DemandResolveTexture(
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const TextureInfo& texture_info, TextureFormat format,
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VkOffset2D* out_offset) {
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// Check to see if we've already used a texture at this location.
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auto texture = LookupAddress(
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texture_info.guest_address, texture_info.size_2d.block_width,
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texture_info.size_2d.block_height, format, out_offset);
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if (texture) {
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return texture;
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const TextureInfo& texture_info, TextureFormat format) {
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auto texture_hash = texture_info.hash();
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for (auto it = textures_.find(texture_hash); it != textures_.end(); ++it) {
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if (it->second->texture_info == texture_info) {
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if (it->second->pending_invalidation) {
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// This texture has been invalidated!
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RemoveInvalidatedTextures();
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break;
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}
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// Tell the trace writer to "cache" this memory (but not read it)
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trace_writer_->WriteMemoryReadCachedNop(texture_info.guest_address,
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texture_info.input_length);
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return it->second;
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}
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}
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// No texture at this location. Make a new one.
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texture = AllocateTexture(texture_info);
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texture->is_full_texture = false;
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auto texture = AllocateTexture(texture_info);
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// Setup a debug name for the texture.
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device_->DbgSetObjectName(
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@ -461,16 +468,18 @@ TextureCache::Texture* TextureCache::DemandResolveTexture(
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auto touched_texture = reinterpret_cast<Texture*>(data_ptr);
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// Clear watch handle first so we don't redundantly
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// remove.
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assert_not_zero(touched_texture->access_watch_handle);
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touched_texture->access_watch_handle = 0;
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touched_texture->pending_invalidation = true;
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// Add to pending list so Scavenge will clean it up.
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self->invalidated_resolve_textures_mutex_.lock();
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self->invalidated_resolve_textures_.push_back(touched_texture);
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self->invalidated_resolve_textures_mutex_.unlock();
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self->invalidated_textures_mutex_.lock();
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self->invalidated_textures_->push_back(touched_texture);
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self->invalidated_textures_mutex_.unlock();
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},
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this, texture);
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resolve_textures_.push_back(texture);
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textures_[texture_hash] = texture;
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return texture;
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}
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@ -494,58 +503,6 @@ TextureCache::Texture* TextureCache::Demand(const TextureInfo& texture_info,
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}
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}
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// Check resolve textures.
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for (auto it = resolve_textures_.begin(); it != resolve_textures_.end();
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++it) {
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auto texture = (*it);
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if (texture_info.guest_address == texture->texture_info.guest_address &&
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texture_info.size_2d.logical_width ==
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texture->texture_info.size_2d.logical_width &&
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texture_info.size_2d.logical_height ==
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texture->texture_info.size_2d.logical_height) {
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if (texture->pending_invalidation) {
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// Texture invalidated! Remove.
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RemoveInvalidatedTextures();
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break;
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}
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// Exact match.
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// TODO: Lazy match (at an offset)
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// Upgrade this texture to a full texture.
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texture->is_full_texture = true;
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texture->texture_info = texture_info;
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if (texture->access_watch_handle) {
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memory_->CancelAccessWatch(texture->access_watch_handle);
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}
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// Tell the trace writer to cache this memory but don't read it
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trace_writer_->WriteMemoryReadCachedNop(texture_info.guest_address,
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texture_info.input_length);
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texture->access_watch_handle = memory_->AddPhysicalAccessWatch(
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texture_info.guest_address, texture_info.input_length,
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cpu::MMIOHandler::kWatchWrite,
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[](void* context_ptr, void* data_ptr, uint32_t address) {
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auto self = reinterpret_cast<TextureCache*>(context_ptr);
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auto touched_texture = reinterpret_cast<Texture*>(data_ptr);
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// Clear watch handle first so we don't redundantly
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// remove.
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touched_texture->access_watch_handle = 0;
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touched_texture->pending_invalidation = true;
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// Add to pending list so Scavenge will clean it up.
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self->invalidated_textures_mutex_.lock();
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self->invalidated_textures_->push_back(touched_texture);
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self->invalidated_textures_mutex_.unlock();
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},
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this, texture);
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textures_[texture_hash] = *it;
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it = resolve_textures_.erase(it);
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return textures_[texture_hash];
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}
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}
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if (!command_buffer) {
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// Texture not found and no command buffer was passed, preventing us from
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// uploading a new one.
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@ -598,22 +555,6 @@ TextureCache::Texture* TextureCache::Demand(const TextureInfo& texture_info,
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"0x%.8X - 0x%.8X", texture_info.guest_address,
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texture_info.guest_address + texture_info.output_length));
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// Copy in overlapping resolve textures.
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// FIXME: RDR appears to take textures from small chunks of a resolve texture?
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if (texture_info.dimension == Dimension::k2D) {
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for (auto it = resolve_textures_.begin(); it != resolve_textures_.end();
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++it) {
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auto texture = (*it);
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if (texture_info.guest_address >= texture->texture_info.guest_address &&
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texture_info.guest_address < texture->texture_info.guest_address +
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texture->texture_info.input_length) {
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// Lazy matched a resolve texture. Copy it in and destroy it.
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// Future resolves will just copy directly into this texture.
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// assert_always();
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}
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}
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}
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// Though we didn't find an exact match, that doesn't mean we're out of the
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// woods yet. This texture could either be a portion of another texture or
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// vice versa. Copy any overlapping textures into this texture.
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@ -634,6 +575,7 @@ TextureCache::Texture* TextureCache::Demand(const TextureInfo& texture_info,
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auto touched_texture = reinterpret_cast<Texture*>(data_ptr);
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// Clear watch handle first so we don't redundantly
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// remove.
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assert_not_zero(touched_texture->access_watch_handle);
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touched_texture->access_watch_handle = 0;
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touched_texture->pending_invalidation = true;
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// Add to pending list so Scavenge will clean it up.
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@ -693,8 +635,9 @@ TextureCache::TextureView* TextureCache::DemandView(Texture* texture,
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swiz_component_map[(swizzle >> 9) & 0x7],
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};
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view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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if (texture->format == VK_FORMAT_D24_UNORM_S8_UINT) {
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// This applies to any depth/stencil format, but we only use D24S8.
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if (texture->format == VK_FORMAT_D24_UNORM_S8_UINT ||
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texture->format == VK_FORMAT_D32_SFLOAT_S8_UINT) {
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// This applies to any depth/stencil format, but we only use D24S8 / D32FS8.
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view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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}
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@ -804,7 +747,7 @@ TextureCache::Sampler* TextureCache::Demand(const SamplerInfo& sampler_info) {
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sampler_create_info.addressModeW =
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address_mode_map[static_cast<int>(sampler_info.clamp_w)];
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sampler_create_info.mipLodBias = 0.0f;
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sampler_create_info.mipLodBias = sampler_info.lod_bias;
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float aniso = 0.f;
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switch (sampler_info.aniso_filter) {
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@ -895,23 +838,6 @@ TextureCache::Texture* TextureCache::LookupAddress(uint32_t guest_address,
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}
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}
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// Check resolve textures
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for (auto it = resolve_textures_.begin(); it != resolve_textures_.end();
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++it) {
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const auto& texture_info = (*it)->texture_info;
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if (texture_info.guest_address == guest_address &&
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texture_info.dimension == Dimension::k2D &&
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texture_info.size_2d.input_width == width &&
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texture_info.size_2d.input_height == height) {
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if (out_offset) {
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out_offset->x = 0;
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out_offset->y = 0;
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}
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return (*it);
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}
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}
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return nullptr;
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}
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@ -1239,8 +1165,7 @@ bool TextureCache::UploadTexture2D(VkCommandBuffer command_buffer,
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barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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barrier.pNext = nullptr;
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barrier.srcAccessMask = 0;
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barrier.dstAccessMask =
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VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_HOST_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier.oldLayout = dest->image_layout;
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barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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@ -1419,7 +1344,6 @@ VkDescriptorSet TextureCache::PrepareTextureSet(
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descriptor_pool_->BeginBatch(completion_fence);
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}
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// TODO(benvanik): reuse.
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auto descriptor_set =
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descriptor_pool_->AcquireEntry(texture_descriptor_set_layout_);
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if (!descriptor_set) {
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@ -1557,24 +1481,6 @@ void TextureCache::RemoveInvalidatedTextures() {
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invalidated_textures.clear();
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}
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// Invalidated resolve textures.
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invalidated_resolve_textures_mutex_.lock();
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if (!invalidated_resolve_textures_.empty()) {
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for (auto it = invalidated_resolve_textures_.begin();
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it != invalidated_resolve_textures_.end(); ++it) {
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pending_delete_textures_.push_back(*it);
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auto tex =
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std::find(resolve_textures_.begin(), resolve_textures_.end(), *it);
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if (tex != resolve_textures_.end()) {
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resolve_textures_.erase(tex);
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}
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}
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invalidated_resolve_textures_.clear();
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}
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invalidated_resolve_textures_mutex_.unlock();
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}
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void TextureCache::ClearCache() {
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@ -38,10 +38,6 @@ class TextureCache {
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TextureInfo texture_info;
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std::vector<std::unique_ptr<TextureView>> views;
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// True if we know all info about this texture, false otherwise.
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// (e.g. we resolve to system memory and may not know the full details about
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// this texture)
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bool is_full_texture;
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VkFormat format;
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VkImage image;
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VkImageLayout image_layout;
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@ -93,8 +89,6 @@ class TextureCache {
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const std::vector<Shader::TextureBinding>& vertex_bindings,
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const std::vector<Shader::TextureBinding>& pixel_bindings);
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// TODO(benvanik): UploadTexture.
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// TODO(benvanik): Resolve.
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// TODO(benvanik): ReadTexture.
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// Looks for a texture either containing or matching these parameters.
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@ -107,17 +101,9 @@ class TextureCache {
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VkOffset2D* out_offset = nullptr);
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// Demands a texture for the purpose of resolving from EDRAM. This either
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// creates a new texture or returns a previously created texture. texture_info
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// is not required to be completely filled out, just guest_address and all
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// sizes.
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//
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// It's possible that this may return an image that is larger than the
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// requested size (e.g. resolving into a bigger texture) or an image that
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// must have an offset applied. If so, the caller must handle this.
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// At the very least, it's guaranteed that the image will be large enough to
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// hold the requested size.
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// creates a new texture or returns a previously created texture.
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Texture* DemandResolveTexture(const TextureInfo& texture_info,
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TextureFormat format, VkOffset2D* out_offset);
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TextureFormat format);
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// Clears all cached content.
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void ClearCache();
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@ -203,16 +189,12 @@ class TextureCache {
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ui::vulkan::CircularBuffer staging_buffer_;
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std::unordered_map<uint64_t, Texture*> textures_;
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std::unordered_map<uint64_t, Sampler*> samplers_;
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std::vector<Texture*> resolve_textures_;
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std::list<Texture*> pending_delete_textures_;
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std::mutex invalidated_textures_mutex_;
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std::vector<Texture*>* invalidated_textures_;
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std::vector<Texture*> invalidated_textures_sets_[2];
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std::mutex invalidated_resolve_textures_mutex_;
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std::vector<Texture*> invalidated_resolve_textures_;
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struct UpdateSetInfo {
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// Bitmap of all 32 fetch constants and whether they have been setup yet.
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// This prevents duplication across the vertex and pixel shader.
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@ -850,8 +850,6 @@ bool VulkanCommandProcessor::IssueCopy() {
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// but I can't seem to find something similar.
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uint32_t dest_logical_width = copy_dest_pitch;
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uint32_t dest_logical_height = copy_dest_height;
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uint32_t dest_block_width = xe::round_up(dest_logical_width, 32);
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uint32_t dest_block_height = /*xe::round_up(*/ dest_logical_height /*, 32)*/;
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uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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int16_t window_offset_x = window_offset & 0x7FFF;
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@ -951,7 +949,7 @@ bool VulkanCommandProcessor::IssueCopy() {
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&tex_info);
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auto texture =
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texture_cache_->DemandResolveTexture(tex_info, copy_dest_format, nullptr);
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texture_cache_->DemandResolveTexture(tex_info, copy_dest_format);
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assert_not_null(texture);
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texture->in_flight_fence = current_batch_fence_;
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