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Ryujinx/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Texture;
using System;
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namespace Ryujinx.Graphics.Gpu.Engine
{
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using Texture = Image.Texture;
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partial class Methods
{
/// <summary>
/// Performs a texture to texture copy.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void CopyTexture(GpuState state, int argument)
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{
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var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);
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var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);
var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);
int srcX1 = (int)(region.SrcXF >> 32);
int srcY1 = (int)(region.SrcYF >> 32);
int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32);
int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);
int dstX1 = region.DstX;
int dstY1 = region.DstY;
int dstX2 = region.DstX + region.DstWidth;
int dstY2 = region.DstY + region.DstHeight;
// The source and destination textures should at least be as big as the region being requested.
// The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases.
var srcHint = new Size(srcX2, srcY2, 1);
var dstHint = new Size(dstX2, dstY2, 1);
var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
int srcWidthAligned = srcCopyTexture.Stride / srcCopyTextureFormat.BytesPerPixel;
ulong offset = 0;
// For an out of bounds copy, we must ensure that the copy wraps to the next line,
// so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
// outside the bounds of the texture. We fill the destination with the first 32 pixels
// of the next line on the source texture.
// This can be done by simply adding an offset to the texture address, so that the initial
// gap is skipped and the copy is inside bounds again.
// This is required by the proprietary guest OpenGL driver.
if (srcCopyTexture.LinearLayout && srcCopyTexture.Width == srcX2 && srcX2 > srcWidthAligned && srcX1 > 0)
{
offset = (ulong)(srcX1 * srcCopyTextureFormat.BytesPerPixel);
srcCopyTexture.Width -= srcX1;
srcX2 -= srcX1;
srcX1 = 0;
}
Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, offset, srcCopyTextureFormat, true, srcHint);
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if (srcTexture == null)
{
return;
}
// When the source texture that was found has a depth format,
// we must enforce the target texture also has a depth format,
// as copies between depth and color formats are not allowed.
FormatInfo dstCopyTextureFormat;
if (srcTexture.Format.IsDepthOrStencil())
{
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dstCopyTextureFormat = srcTexture.Info.FormatInfo;
}
else
{
dstCopyTextureFormat = dstCopyTexture.Format.Convert();
}
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, 0, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
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if (dstTexture == null)
{
return;
}
float scale = srcTexture.ScaleFactor;
float dstScale = dstTexture.ScaleFactor;
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Extents2D srcRegion = new Extents2D(
(int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)),
(int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)),
(int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)),
(int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY)));
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Extents2D dstRegion = new Extents2D(
(int)Math.Ceiling(dstScale * (dstX1 / dstTexture.Info.SamplesInX)),
(int)Math.Ceiling(dstScale * (dstY1 / dstTexture.Info.SamplesInY)),
(int)Math.Ceiling(dstScale * (dstX2 / dstTexture.Info.SamplesInX)),
(int)Math.Ceiling(dstScale * (dstY2 / dstTexture.Info.SamplesInY)));
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bool linearFilter = control.UnpackLinearFilter();
srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
dstTexture.SignalModified();
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}
}
}