Initial Texture Manager Implementation + Maxwell3D Render Target

Implement the groundwork for the texture manager to be able to report basic overlaps and be extended to support more in the future. The Maxwell3D registers `RenderTargetControl`, `RenderTarget` and a stub for `ClearBuffers` were implemented. 

A lot of changes were also made to `GuestTexture`/`Texture` for supporting mipmapping and multiple array layers alongside significant architectural changes to `GuestTexture` effectively disconnecting it from `Texture` with it no longer being a parent rather an object that can be used to create a `Texture` object.

Note: Support for fragmented CPU mappings hasn't been added for texture synchronization yet
This commit is contained in:
PixelyIon
2021-08-21 01:47:13 +05:30
parent 8cba1edf6d
commit 270f2db1d2
17 changed files with 757 additions and 298 deletions

View File

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// SPDX-License-Identifier: MPL-2.0
// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
#include "texture_manager.h"
namespace skyline::gpu {
TextureManager::TextureManager(GPU &gpu) : gpu(gpu) {}
TextureView TextureManager::FindOrCreate(const GuestTexture &guestTexture) {
auto guestMapping{guestTexture.mappings.front()};
// Iterate over all textures that overlap with the first mapping of the guest texture and compare the mappings:
// 1) All mappings match up perfectly, we check that the rest of the supplied mappings correspond to mappings in the texture
// 1.1) If they match as well, we check for format/dimensions/tiling config matching the texture and return or move onto (3)
// 2) Only a contiguous range of mappings match, we check for if the overlap is meaningful with layout math, it can go two ways:
// 2.1) If there is a meaningful overlap, we check for format/dimensions/tiling config compatibility and return or move onto (3)
// 2.2) If there isn't, we move onto (3)
// 3) If there's another overlap we go back to (1) with it else we go to (4)
// 4) We check all the overlapping texture for if they're in the texture pool:
// 4.1) If they are, we do nothing to them
// 4.2) If they aren't, we delete them from the map
// 5) Create a new texture and insert it in the map then return it
std::shared_ptr<Texture> match{};
auto mappingEnd{std::upper_bound(textures.begin(), textures.end(), guestMapping)}, hostMapping{mappingEnd};
while (hostMapping != textures.begin() && std::prev(hostMapping)->end() > guestMapping.begin()) {
auto &hostMappings{hostMapping->texture->guest->mappings};
// We need to check that all corresponding mappings in the candidate texture and the guest texture match up
// Only the start of the first matched mapping and the end of the last mapping can not match up as this is the case for views
auto firstHostMapping{hostMapping->iterator};
auto lastGuestMapping{guestTexture.mappings.back()};
auto lastHostMapping{std::find_if(firstHostMapping, hostMappings.end(), [&lastGuestMapping](const span<u8> &it) {
return lastGuestMapping.begin() >= it.begin() && lastGuestMapping.size() <= it.size();
})};
bool mappingMatch{std::equal(firstHostMapping, lastHostMapping, guestTexture.mappings.begin(), guestTexture.mappings.end(), [](const span<u8> &lhs, const span<u8> &rhs) {
return lhs.end() == rhs.end(); // We check end() here to implicitly ignore any offset from the first mapping
})};
if (firstHostMapping == hostMappings.begin() && firstHostMapping->begin() == guestMapping.begin() && mappingMatch && lastHostMapping == std::prev(hostMappings.end()) && lastGuestMapping.end() == lastHostMapping->end()) {
// We've gotten a perfect 1:1 match for *all* mappings from the start to end, we just need to check for compatibility aside from this
auto &matchGuestTexture{*hostMapping->texture->guest};
if (matchGuestTexture.format->IsCompatible(*guestTexture.format) && matchGuestTexture.dimensions == guestTexture.dimensions && matchGuestTexture.tileConfig == guestTexture.tileConfig) {
auto &texture{hostMapping->texture};
return TextureView(texture, static_cast<vk::ImageViewType>(guestTexture.type), vk::ImageSubresourceRange{
.aspectMask = guestTexture.format->vkAspect,
.levelCount = texture->mipLevels,
.layerCount = texture->layerCount,
}, guestTexture.format);
}
} else if (mappingMatch) {
// We've gotten a partial match with a certain subset of contiguous mappings matching, we need to check if this is a meaningful overlap
if (false) {
// TODO: Layout Checks + Check match against Base Layer in TIC
auto &texture{hostMapping->texture};
return TextureView(texture, static_cast<vk::ImageViewType>(guestTexture.type), vk::ImageSubresourceRange{
.aspectMask = guestTexture.format->vkAspect,
.levelCount = texture->mipLevels,
.layerCount = texture->layerCount,
}, guestTexture.format);
}
}
}
// Create a texture as we cannot find one that matches
auto texture{std::make_shared<Texture>(gpu, guestTexture)};
auto it{texture->guest->mappings.begin()};
textures.emplace(mappingEnd, TextureMapping{texture, it, guestMapping});
while ((++it) != texture->guest->mappings.end()) {
guestMapping = *it;
mappingEnd = hostMapping = std::upper_bound(textures.begin(), textures.end(), guestMapping);
while (hostMapping != textures.begin() && std::prev(hostMapping)->end() > guestMapping.begin()) {
// TODO: Delete textures not in texture pool
}
textures.emplace(mappingEnd, TextureMapping{texture, it, guestMapping});
}
return TextureView(texture, static_cast<vk::ImageViewType>(guestTexture.type), vk::ImageSubresourceRange{
.aspectMask = guestTexture.format->vkAspect,
.levelCount = texture->mipLevels,
.layerCount = texture->layerCount,
}, guestTexture.format);
}
}