ryujinx-mirror/Ryujinx.Graphics.Texture/LayoutConverter.cs
riperiperi 1fc90e57d2
Update range for remapped sparse textures instead of recreating them (#4442)
* Update sparsely mapped texture ranges without recreating

Important TODO in TexturePool. Smaller TODO: should I look into making textures with views also do this? It needs to be able to detect if the views can be instantly deleted without issue if they're now remapped.

* Actually do partial updates

* Signal group dirty after mappings changed

* Fix various issues (should work now)

* Further optimisation

Should load a lot less data (16x) when partial updating 3d textures.

* Improve stability

* Allow granular uploads on large textures, improve rules

* Actually avoid updating slices that aren't modified.

* Address some feedback, minor optimisation

* Small tweak

* Refactor DereferenceRequest

More specific initialization methods.

* Improve code for resetting handles

* Explain data loading a bit more

* Add some safety for setting null from different threads.

All texture sets come from the one thread, but null sets can come from multiple. Only decrement ref count if we succeeded the null set first.

* Address feedback 1

* Make a bit safer
2023-03-14 17:08:44 -03:00

591 lines
No EOL
22 KiB
C#

using Ryujinx.Common;
using System;
using System.Runtime.Intrinsics;
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
namespace Ryujinx.Graphics.Texture
{
public static class LayoutConverter
{
public const int HostStrideAlignment = 4;
public static void ConvertBlockLinearToLinear(
Span<byte> dst,
int width,
int height,
int stride,
int bytesPerPixel,
int gobBlocksInY,
ReadOnlySpan<byte> data)
{
int gobHeight = gobBlocksInY * GobHeight;
int strideTrunc = BitUtils.AlignDown(width * bytesPerPixel, 16);
int strideTrunc64 = BitUtils.AlignDown(width * bytesPerPixel, 64);
int xStart = strideTrunc / bytesPerPixel;
int outStrideGap = stride - width * bytesPerPixel;
int alignment = GobStride / bytesPerPixel;
int wAligned = BitUtils.AlignUp(width, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(wAligned, height, gobBlocksInY, 1, bytesPerPixel);
unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
{
fixed (byte* outputPtr = output, dataPtr = data)
{
byte* outPtr = outputPtr;
for (int y = 0; y < height; y++)
{
layoutConverter.SetY(y);
for (int x = 0; x < strideTrunc64; x += 64, outPtr += 64)
{
byte* offset = dataPtr + layoutConverter.GetOffsetWithLineOffset64(x);
byte* offset2 = offset + 0x20;
byte* offset3 = offset + 0x100;
byte* offset4 = offset + 0x120;
Vector128<byte> value = *(Vector128<byte>*)offset;
Vector128<byte> value2 = *(Vector128<byte>*)offset2;
Vector128<byte> value3 = *(Vector128<byte>*)offset3;
Vector128<byte> value4 = *(Vector128<byte>*)offset4;
*(Vector128<byte>*)outPtr = value;
*(Vector128<byte>*)(outPtr + 16) = value2;
*(Vector128<byte>*)(outPtr + 32) = value3;
*(Vector128<byte>*)(outPtr + 48) = value4;
}
for (int x = strideTrunc64; x < strideTrunc; x += 16, outPtr += 16)
{
byte* offset = dataPtr + layoutConverter.GetOffsetWithLineOffset16(x);
*(Vector128<byte>*)outPtr = *(Vector128<byte>*)offset;
}
for (int x = xStart; x < width; x++, outPtr += bytesPerPixel)
{
byte* offset = dataPtr + layoutConverter.GetOffset(x);
*(T*)outPtr = *(T*)offset;
}
outPtr += outStrideGap;
}
}
return true;
}
bool _ = bytesPerPixel switch
{
1 => Convert<byte>(dst, data),
2 => Convert<ushort>(dst, data),
4 => Convert<uint>(dst, data),
8 => Convert<ulong>(dst, data),
12 => Convert<Bpp12Pixel>(dst, data),
16 => Convert<Vector128<byte>>(dst, data),
_ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
};
}
public static byte[] ConvertBlockLinearToLinear(
int width,
int height,
int depth,
int sliceDepth,
int levels,
int layers,
int blockWidth,
int blockHeight,
int bytesPerPixel,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX,
SizeInfo sizeInfo,
ReadOnlySpan<byte> data)
{
int outSize = GetTextureSize(
width,
height,
sliceDepth,
levels,
layers,
blockWidth,
blockHeight,
bytesPerPixel);
byte[] output = new byte[outSize];
int outOffs = 0;
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
int h = Math.Max(1, height >> level);
int d = Math.Max(1, depth >> level);
w = BitUtils.DivRoundUp(w, blockWidth);
h = BitUtils.DivRoundUp(h, blockHeight);
while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
{
mipGobBlocksInY >>= 1;
}
while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
{
mipGobBlocksInZ >>= 1;
}
int strideTrunc = BitUtils.AlignDown(w * bytesPerPixel, 16);
int strideTrunc64 = BitUtils.AlignDown(w * bytesPerPixel, 64);
int xStart = strideTrunc / bytesPerPixel;
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int outStrideGap = stride - w * bytesPerPixel;
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned,
h,
mipGobBlocksInY,
mipGobBlocksInZ,
bytesPerPixel);
int sd = Math.Max(1, sliceDepth >> level);
unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
{
fixed (byte* outputPtr = output, dataPtr = data)
{
byte* outPtr = outputPtr + outOffs;
for (int layer = 0; layer < layers; layer++)
{
byte* inBaseOffset = dataPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level));
for (int z = 0; z < sd; z++)
{
layoutConverter.SetZ(z);
for (int y = 0; y < h; y++)
{
layoutConverter.SetY(y);
for (int x = 0; x < strideTrunc64; x += 64, outPtr += 64)
{
byte* offset = inBaseOffset + layoutConverter.GetOffsetWithLineOffset64(x);
byte* offset2 = offset + 0x20;
byte* offset3 = offset + 0x100;
byte* offset4 = offset + 0x120;
Vector128<byte> value = *(Vector128<byte>*)offset;
Vector128<byte> value2 = *(Vector128<byte>*)offset2;
Vector128<byte> value3 = *(Vector128<byte>*)offset3;
Vector128<byte> value4 = *(Vector128<byte>*)offset4;
*(Vector128<byte>*)outPtr = value;
*(Vector128<byte>*)(outPtr + 16) = value2;
*(Vector128<byte>*)(outPtr + 32) = value3;
*(Vector128<byte>*)(outPtr + 48) = value4;
}
for (int x = strideTrunc64; x < strideTrunc; x += 16, outPtr += 16)
{
byte* offset = inBaseOffset + layoutConverter.GetOffsetWithLineOffset16(x);
*(Vector128<byte>*)outPtr = *(Vector128<byte>*)offset;
}
for (int x = xStart; x < w; x++, outPtr += bytesPerPixel)
{
byte* offset = inBaseOffset + layoutConverter.GetOffset(x);
*(T*)outPtr = *(T*)offset;
}
outPtr += outStrideGap;
}
}
}
outOffs += stride * h * d * layers;
}
return true;
}
bool _ = bytesPerPixel switch
{
1 => Convert<byte>(output, data),
2 => Convert<ushort>(output, data),
4 => Convert<uint>(output, data),
8 => Convert<ulong>(output, data),
12 => Convert<Bpp12Pixel>(output, data),
16 => Convert<Vector128<byte>>(output, data),
_ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
};
}
return output;
}
public static byte[] ConvertLinearStridedToLinear(
int width,
int height,
int blockWidth,
int blockHeight,
int lineSize,
int stride,
int bytesPerPixel,
ReadOnlySpan<byte> data)
{
int w = BitUtils.DivRoundUp(width, blockWidth);
int h = BitUtils.DivRoundUp(height, blockHeight);
int outStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
lineSize = Math.Min(lineSize, outStride);
byte[] output = new byte[h * outStride];
Span<byte> outSpan = output;
int outOffs = 0;
int inOffs = 0;
for (int y = 0; y < h; y++)
{
data.Slice(inOffs, lineSize).CopyTo(outSpan.Slice(outOffs, lineSize));
inOffs += stride;
outOffs += outStride;
}
return output;
}
public static void ConvertLinearToBlockLinear(
Span<byte> dst,
int width,
int height,
int stride,
int bytesPerPixel,
int gobBlocksInY,
ReadOnlySpan<byte> data)
{
int gobHeight = gobBlocksInY * GobHeight;
int strideTrunc = BitUtils.AlignDown(width * bytesPerPixel, 16);
int strideTrunc64 = BitUtils.AlignDown(width * bytesPerPixel, 64);
int xStart = strideTrunc / bytesPerPixel;
int inStrideGap = stride - width * bytesPerPixel;
int alignment = GobStride / bytesPerPixel;
int wAligned = BitUtils.AlignUp(width, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(wAligned, height, gobBlocksInY, 1, bytesPerPixel);
unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
{
fixed (byte* outputPtr = output, dataPtr = data)
{
byte* inPtr = dataPtr;
for (int y = 0; y < height; y++)
{
layoutConverter.SetY(y);
for (int x = 0; x < strideTrunc64; x += 64, inPtr += 64)
{
byte* offset = outputPtr + layoutConverter.GetOffsetWithLineOffset64(x);
byte* offset2 = offset + 0x20;
byte* offset3 = offset + 0x100;
byte* offset4 = offset + 0x120;
Vector128<byte> value = *(Vector128<byte>*)inPtr;
Vector128<byte> value2 = *(Vector128<byte>*)(inPtr + 16);
Vector128<byte> value3 = *(Vector128<byte>*)(inPtr + 32);
Vector128<byte> value4 = *(Vector128<byte>*)(inPtr + 48);
*(Vector128<byte>*)offset = value;
*(Vector128<byte>*)offset2 = value2;
*(Vector128<byte>*)offset3 = value3;
*(Vector128<byte>*)offset4 = value4;
}
for (int x = strideTrunc64; x < strideTrunc; x += 16, inPtr += 16)
{
byte* offset = outputPtr + layoutConverter.GetOffsetWithLineOffset16(x);
*(Vector128<byte>*)offset = *(Vector128<byte>*)inPtr;
}
for (int x = xStart; x < width; x++, inPtr += bytesPerPixel)
{
byte* offset = outputPtr + layoutConverter.GetOffset(x);
*(T*)offset = *(T*)inPtr;
}
inPtr += inStrideGap;
}
}
return true;
}
bool _ = bytesPerPixel switch
{
1 => Convert<byte>(dst, data),
2 => Convert<ushort>(dst, data),
4 => Convert<uint>(dst, data),
8 => Convert<ulong>(dst, data),
12 => Convert<Bpp12Pixel>(dst, data),
16 => Convert<Vector128<byte>>(dst, data),
_ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
};
}
public static ReadOnlySpan<byte> ConvertLinearToBlockLinear(
Span<byte> output,
int width,
int height,
int depth,
int sliceDepth,
int levels,
int layers,
int blockWidth,
int blockHeight,
int bytesPerPixel,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX,
SizeInfo sizeInfo,
ReadOnlySpan<byte> data)
{
if (output.Length == 0)
{
output = new byte[sizeInfo.TotalSize];
}
int inOffs = 0;
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
int h = Math.Max(1, height >> level);
int d = Math.Max(1, depth >> level);
w = BitUtils.DivRoundUp(w, blockWidth);
h = BitUtils.DivRoundUp(h, blockHeight);
while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
{
mipGobBlocksInY >>= 1;
}
while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
{
mipGobBlocksInZ >>= 1;
}
int strideTrunc = BitUtils.AlignDown(w * bytesPerPixel, 16);
int strideTrunc64 = BitUtils.AlignDown(w * bytesPerPixel, 64);
int xStart = strideTrunc / bytesPerPixel;
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int inStrideGap = stride - w * bytesPerPixel;
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned,
h,
mipGobBlocksInY,
mipGobBlocksInZ,
bytesPerPixel);
int sd = Math.Max(1, sliceDepth >> level);
unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
{
fixed (byte* outputPtr = output, dataPtr = data)
{
byte* inPtr = dataPtr + inOffs;
for (int layer = 0; layer < layers; layer++)
{
byte* outBaseOffset = outputPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level));
for (int z = 0; z < sd; z++)
{
layoutConverter.SetZ(z);
for (int y = 0; y < h; y++)
{
layoutConverter.SetY(y);
for (int x = 0; x < strideTrunc64; x += 64, inPtr += 64)
{
byte* offset = outBaseOffset + layoutConverter.GetOffsetWithLineOffset64(x);
byte* offset2 = offset + 0x20;
byte* offset3 = offset + 0x100;
byte* offset4 = offset + 0x120;
Vector128<byte> value = *(Vector128<byte>*)inPtr;
Vector128<byte> value2 = *(Vector128<byte>*)(inPtr + 16);
Vector128<byte> value3 = *(Vector128<byte>*)(inPtr + 32);
Vector128<byte> value4 = *(Vector128<byte>*)(inPtr + 48);
*(Vector128<byte>*)offset = value;
*(Vector128<byte>*)offset2 = value2;
*(Vector128<byte>*)offset3 = value3;
*(Vector128<byte>*)offset4 = value4;
}
for (int x = strideTrunc64; x < strideTrunc; x += 16, inPtr += 16)
{
byte* offset = outBaseOffset + layoutConverter.GetOffsetWithLineOffset16(x);
*(Vector128<byte>*)offset = *(Vector128<byte>*)inPtr;
}
for (int x = xStart; x < w; x++, inPtr += bytesPerPixel)
{
byte* offset = outBaseOffset + layoutConverter.GetOffset(x);
*(T*)offset = *(T*)inPtr;
}
inPtr += inStrideGap;
}
}
}
inOffs += stride * h * d * layers;
}
return true;
}
bool _ = bytesPerPixel switch
{
1 => Convert<byte>(output, data),
2 => Convert<ushort>(output, data),
4 => Convert<uint>(output, data),
8 => Convert<ulong>(output, data),
12 => Convert<Bpp12Pixel>(output, data),
16 => Convert<Vector128<byte>>(output, data),
_ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
};
}
return output;
}
public static ReadOnlySpan<byte> ConvertLinearToLinearStrided(
Span<byte> output,
int width,
int height,
int blockWidth,
int blockHeight,
int stride,
int bytesPerPixel,
ReadOnlySpan<byte> data)
{
int w = BitUtils.DivRoundUp(width, blockWidth);
int h = BitUtils.DivRoundUp(height, blockHeight);
int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int lineSize = width * bytesPerPixel;
if (inStride == stride)
{
if (output.Length != 0)
{
data.CopyTo(output);
return output;
}
else
{
return data;
}
}
if (output.Length == 0)
{
output = new byte[h * stride];
}
int inOffs = 0;
int outOffs = 0;
for (int y = 0; y < h; y++)
{
data.Slice(inOffs, lineSize).CopyTo(output.Slice(outOffs, lineSize));
inOffs += inStride;
outOffs += stride;
}
return output;
}
private static int GetTextureSize(
int width,
int height,
int depth,
int levels,
int layers,
int blockWidth,
int blockHeight,
int bytesPerPixel)
{
int layerSize = 0;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
int h = Math.Max(1, height >> level);
int d = Math.Max(1, depth >> level);
w = BitUtils.DivRoundUp(w, blockWidth);
h = BitUtils.DivRoundUp(h, blockHeight);
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
layerSize += stride * h * d;
}
return layerSize * layers;
}
}
}