mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-16 10:18:56 -05:00
texture_cache: Implement rendering to 3D textures
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
This commit is contained in:
@ -248,12 +248,11 @@ void SurfaceBaseImpl::FlushBuffer(Tegra::MemoryManager& memory_manager,
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// Use an extra temporal buffer
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auto& tmp_buffer = staging_cache.GetBuffer(1);
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// Special case for 3D Texture Segments
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const bool must_read_current_data =
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params.block_depth > 0 && params.target == VideoCore::Surface::SurfaceTarget::Texture2D;
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tmp_buffer.resize(guest_memory_size);
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host_ptr = tmp_buffer.data();
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if (must_read_current_data) {
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if (params.target == SurfaceTarget::Texture3D) {
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// Special case for 3D texture segments
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memory_manager.ReadBlockUnsafe(gpu_addr, host_ptr, guest_memory_size);
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}
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@ -217,8 +217,8 @@ public:
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}
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bool IsProtected() const {
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// Only 3D Slices are to be protected
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return is_target && params.block_depth > 0;
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// Only 3D slices are to be protected
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return is_target && params.target == SurfaceTarget::Texture3D;
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}
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bool IsRenderTarget() const {
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@ -250,6 +250,11 @@ public:
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return GetView(ViewParams(overview_params.target, 0, num_layers, 0, params.num_levels));
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}
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TView Emplace3DView(u32 slice, u32 depth, u32 base_level, u32 num_levels) {
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return GetView(ViewParams(VideoCore::Surface::SurfaceTarget::Texture3D, slice, depth,
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base_level, num_levels));
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}
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std::optional<TView> EmplaceIrregularView(const SurfaceParams& view_params,
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const GPUVAddr view_addr,
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const std::size_t candidate_size, const u32 mipmap,
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@ -272,8 +277,8 @@ public:
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std::optional<TView> EmplaceView(const SurfaceParams& view_params, const GPUVAddr view_addr,
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const std::size_t candidate_size) {
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if (params.target == SurfaceTarget::Texture3D ||
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(params.num_levels == 1 && !params.is_layered) ||
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view_params.target == SurfaceTarget::Texture3D) {
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view_params.target == SurfaceTarget::Texture3D ||
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(params.num_levels == 1 && !params.is_layered)) {
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return {};
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}
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const auto layer_mipmap{GetLayerMipmap(view_addr)};
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@ -215,10 +215,19 @@ SurfaceParams SurfaceParams::CreateForFramebuffer(Core::System& system, std::siz
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params.num_levels = 1;
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params.emulated_levels = 1;
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const bool is_layered = config.layers > 1 && params.block_depth == 0;
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params.is_layered = is_layered;
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params.depth = is_layered ? config.layers.Value() : 1;
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params.target = is_layered ? SurfaceTarget::Texture2DArray : SurfaceTarget::Texture2D;
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if (config.memory_layout.is_3d != 0) {
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params.depth = config.layers.Value();
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params.is_layered = false;
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params.target = SurfaceTarget::Texture3D;
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} else if (config.layers > 1) {
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params.depth = config.layers.Value();
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params.is_layered = true;
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params.target = SurfaceTarget::Texture2DArray;
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} else {
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params.depth = 1;
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params.is_layered = false;
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params.target = SurfaceTarget::Texture2D;
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}
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return params;
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}
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@ -508,12 +508,12 @@ private:
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return RecycleStrategy::Flush;
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}
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// 3D Textures decision
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if (params.block_depth > 1 || params.target == SurfaceTarget::Texture3D) {
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if (params.target == SurfaceTarget::Texture3D) {
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return RecycleStrategy::Flush;
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}
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for (const auto& s : overlaps) {
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const auto& s_params = s->GetSurfaceParams();
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if (s_params.block_depth > 1 || s_params.target == SurfaceTarget::Texture3D) {
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if (s_params.target == SurfaceTarget::Texture3D) {
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return RecycleStrategy::Flush;
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}
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}
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@ -726,76 +726,60 @@ private:
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* @param params The parameters on the new surface.
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* @param gpu_addr The starting address of the new surface.
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* @param cpu_addr The starting address of the new surface on physical memory.
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* @param preserve_contents Indicates that the new surface should be loaded from memory or
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* left blank.
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*/
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std::optional<std::pair<TSurface, TView>> Manage3DSurfaces(VectorSurface& overlaps,
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const SurfaceParams& params,
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const GPUVAddr gpu_addr,
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const VAddr cpu_addr,
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bool preserve_contents) {
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if (params.target == SurfaceTarget::Texture3D) {
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bool failed = false;
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if (params.num_levels > 1) {
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// We can't handle mipmaps in 3D textures yet, better fallback to LLE approach
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return std::nullopt;
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}
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TSurface new_surface = GetUncachedSurface(gpu_addr, params);
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bool modified = false;
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for (auto& surface : overlaps) {
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const SurfaceParams& src_params = surface->GetSurfaceParams();
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if (src_params.target != SurfaceTarget::Texture2D) {
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failed = true;
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break;
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}
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if (src_params.height != params.height) {
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failed = true;
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break;
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}
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if (src_params.block_depth != params.block_depth ||
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src_params.block_height != params.block_height) {
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failed = true;
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break;
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}
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const u32 offset = static_cast<u32>(surface->GetCpuAddr() - cpu_addr);
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const auto offsets = params.GetBlockOffsetXYZ(offset);
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const auto z = std::get<2>(offsets);
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modified |= surface->IsModified();
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const CopyParams copy_params(0, 0, 0, 0, 0, z, 0, 0, params.width, params.height,
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1);
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ImageCopy(surface, new_surface, copy_params);
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}
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if (failed) {
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return std::nullopt;
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}
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for (const auto& surface : overlaps) {
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Unregister(surface);
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}
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new_surface->MarkAsModified(modified, Tick());
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Register(new_surface);
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auto view = new_surface->GetMainView();
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return {{std::move(new_surface), view}};
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} else {
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for (const auto& surface : overlaps) {
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if (!surface->MatchTarget(params.target)) {
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if (overlaps.size() == 1 && surface->GetCpuAddr() == cpu_addr) {
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if (Settings::IsGPULevelExtreme()) {
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return std::nullopt;
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}
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Unregister(surface);
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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return std::nullopt;
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}
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if (surface->GetCpuAddr() != cpu_addr) {
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continue;
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}
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if (surface->MatchesStructure(params) == MatchStructureResult::FullMatch) {
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return {{surface, surface->GetMainView()}};
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}
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}
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return InitializeSurface(gpu_addr, params, preserve_contents);
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GPUVAddr gpu_addr, VAddr cpu_addr) {
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if (params.num_levels > 1) {
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// We can't handle mipmaps in 3D textures yet, better fallback to LLE approach
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return std::nullopt;
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}
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if (overlaps.size() == 1) {
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const auto& surface = overlaps[0];
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const SurfaceParams& overlap_params = surface->GetSurfaceParams();
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// Don't attempt to render to textures with more than one level for now
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// The texture has to be to the right or the sample address if we want to render to it
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if (overlap_params.num_levels == 1 && cpu_addr >= surface->GetCpuAddr()) {
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const u32 offset = static_cast<u32>(cpu_addr - surface->GetCpuAddr());
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const u32 slice = std::get<2>(params.GetBlockOffsetXYZ(offset));
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if (slice < overlap_params.depth) {
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auto view = surface->Emplace3DView(slice, params.depth, 0, 1);
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return std::make_pair(std::move(surface), std::move(view));
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}
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}
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}
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if (params.depth == 1) {
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return std::nullopt;
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}
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TSurface new_surface = GetUncachedSurface(gpu_addr, params);
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bool modified = false;
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for (auto& surface : overlaps) {
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const SurfaceParams& src_params = surface->GetSurfaceParams();
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if (src_params.height != params.height ||
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src_params.block_depth != params.block_depth ||
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src_params.block_height != params.block_height) {
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return std::nullopt;
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}
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modified |= surface->IsModified();
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const u32 offset = static_cast<u32>(surface->GetCpuAddr() - cpu_addr);
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const u32 slice = std::get<2>(params.GetBlockOffsetXYZ(offset));
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const u32 width = params.width;
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const u32 height = params.height;
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const CopyParams copy_params(0, 0, 0, 0, 0, slice, 0, 0, width, height, 1);
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ImageCopy(surface, new_surface, copy_params);
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}
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for (const auto& surface : overlaps) {
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Unregister(surface);
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}
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new_surface->MarkAsModified(modified, Tick());
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Register(new_surface);
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auto view = new_surface->GetMainView();
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return std::make_pair(std::move(new_surface), std::move(view));
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}
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/**
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@ -873,10 +857,9 @@ private:
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}
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}
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// Check if it's a 3D texture
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if (params.block_depth > 0) {
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auto surface =
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Manage3DSurfaces(overlaps, params, gpu_addr, cpu_addr, preserve_contents);
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// Manage 3D textures
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if (params.target == SurfaceTarget::Texture3D) {
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auto surface = Manage3DSurfaces(overlaps, params, gpu_addr, cpu_addr);
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if (surface) {
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return *surface;
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}
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