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Ryujinx/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
riperiperi b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00

469 lines
16 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureCopy : IDisposable
{
private readonly Renderer _renderer;
private int _srcFramebuffer;
private int _dstFramebuffer;
private int _copyPboHandle;
private int _copyPboSize;
public TextureCopy(Renderer renderer)
{
_renderer = renderer;
}
public void Copy(
TextureView src,
TextureView dst,
Extents2D srcRegion,
Extents2D dstRegion,
bool linearFilter)
{
TextureView srcConverted = src.Format.IsBgra8() != dst.Format.IsBgra8() ? BgraSwap(src) : src;
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
int levels = Math.Min(src.Info.Levels, dst.Info.Levels);
int layers = Math.Min(src.Info.GetLayers(), dst.Info.GetLayers());
for (int level = 0; level < levels; level++)
{
for (int layer = 0; layer < layers; layer++)
{
if (layers > 1)
{
Attach(FramebufferTarget.ReadFramebuffer, src.Format, srcConverted.Handle, level, layer);
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle, level, layer);
}
else
{
Attach(FramebufferTarget.ReadFramebuffer, src.Format, srcConverted.Handle, level);
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle, level);
}
ClearBufferMask mask = GetMask(src.Format);
if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
{
linearFilter = false;
}
BlitFramebufferFilter filter = linearFilter
? BlitFramebufferFilter.Linear
: BlitFramebufferFilter.Nearest;
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
GL.Disable(EnableCap.RasterizerDiscard);
GL.Disable(IndexedEnableCap.ScissorTest, 0);
GL.BlitFramebuffer(
srcRegion.X1,
srcRegion.Y1,
srcRegion.X2,
srcRegion.Y2,
dstRegion.X1,
dstRegion.Y1,
dstRegion.X2,
dstRegion.Y2,
mask,
filter);
}
if (level < levels - 1)
{
srcRegion = srcRegion.Reduce(1);
dstRegion = dstRegion.Reduce(1);
}
}
Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
if (srcConverted != src)
{
srcConverted.Dispose();
}
}
public void CopyUnscaled(
ITextureInfo src,
ITextureInfo dst,
int srcLayer,
int dstLayer,
int srcLevel,
int dstLevel)
{
TextureCreateInfo srcInfo = src.Info;
TextureCreateInfo dstInfo = dst.Info;
int srcDepth = srcInfo.GetDepthOrLayers();
int srcLevels = srcInfo.Levels;
int dstDepth = dstInfo.GetDepthOrLayers();
int dstLevels = dstInfo.Levels;
if (dstInfo.Target == Target.Texture3D)
{
dstDepth = Math.Max(1, dstDepth >> dstLevel);
}
int depth = Math.Min(srcDepth, dstDepth);
int levels = Math.Min(srcLevels, dstLevels);
CopyUnscaled(src, dst, srcLayer, dstLayer, srcLevel, dstLevel, depth, levels);
}
public void CopyUnscaled(
ITextureInfo src,
ITextureInfo dst,
int srcLayer,
int dstLayer,
int srcLevel,
int dstLevel,
int depth,
int levels)
{
TextureCreateInfo srcInfo = src.Info;
TextureCreateInfo dstInfo = dst.Info;
int srcHandle = src.Handle;
int dstHandle = dst.Handle;
int srcWidth = srcInfo.Width;
int srcHeight = srcInfo.Height;
int dstWidth = dstInfo.Width;
int dstHeight = dstInfo.Height;
srcWidth = Math.Max(1, srcWidth >> srcLevel);
srcHeight = Math.Max(1, srcHeight >> srcLevel);
dstWidth = Math.Max(1, dstWidth >> dstLevel);
dstHeight = Math.Max(1, dstHeight >> dstLevel);
int blockWidth = 1;
int blockHeight = 1;
bool sizeInBlocks = false;
// When copying from a compressed to a non-compressed format,
// the non-compressed texture will have the size of the texture
// in blocks (not in texels), so we must adjust that size to
// match the size in texels of the compressed texture.
if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
{
srcWidth *= dstInfo.BlockWidth;
srcHeight *= dstInfo.BlockHeight;
blockWidth = dstInfo.BlockWidth;
blockHeight = dstInfo.BlockHeight;
sizeInBlocks = true;
}
else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
{
dstWidth *= srcInfo.BlockWidth;
dstHeight *= srcInfo.BlockHeight;
blockWidth = srcInfo.BlockWidth;
blockHeight = srcInfo.BlockHeight;
}
int width = Math.Min(srcWidth, dstWidth);
int height = Math.Min(srcHeight, dstHeight);
for (int level = 0; level < levels; level++)
{
// Stop copy if we are already out of the levels range.
if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
{
break;
}
if ((width % blockWidth != 0 || height % blockHeight != 0) && src is TextureView srcView && dst is TextureView dstView)
{
PboCopy(srcView, dstView, srcLayer, dstLayer, srcLevel + level, dstLevel + level, width, height);
}
else
{
int copyWidth = sizeInBlocks ? BitUtils.DivRoundUp(width, blockWidth) : width;
int copyHeight = sizeInBlocks ? BitUtils.DivRoundUp(height, blockHeight) : height;
GL.CopyImageSubData(
srcHandle,
srcInfo.Target.ConvertToImageTarget(),
srcLevel + level,
0,
0,
srcLayer,
dstHandle,
dstInfo.Target.ConvertToImageTarget(),
dstLevel + level,
0,
0,
dstLayer,
copyWidth,
copyHeight,
depth);
}
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
if (srcInfo.Target == Target.Texture3D)
{
depth = Math.Max(1, depth >> 1);
}
}
}
private static FramebufferAttachment AttachmentForFormat(Format format)
{
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
{
return FramebufferAttachment.DepthStencilAttachment;
}
else if (IsDepthOnly(format))
{
return FramebufferAttachment.DepthAttachment;
}
else if (format == Format.S8Uint)
{
return FramebufferAttachment.StencilAttachment;
}
else
{
return FramebufferAttachment.ColorAttachment0;
}
}
private static void Attach(FramebufferTarget target, Format format, int handle, int level = 0)
{
FramebufferAttachment attachment = AttachmentForFormat(format);
GL.FramebufferTexture(target, attachment, handle, level);
}
private static void Attach(FramebufferTarget target, Format format, int handle, int level, int layer)
{
FramebufferAttachment attachment = AttachmentForFormat(format);
GL.FramebufferTextureLayer(target, attachment, handle, level, layer);
}
private static ClearBufferMask GetMask(Format format)
{
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
{
return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
}
else if (IsDepthOnly(format))
{
return ClearBufferMask.DepthBufferBit;
}
else if (format == Format.S8Uint)
{
return ClearBufferMask.StencilBufferBit;
}
else
{
return ClearBufferMask.ColorBufferBit;
}
}
private static bool IsDepthOnly(Format format)
{
return format == Format.D16Unorm ||
format == Format.D24X8Unorm ||
format == Format.D32Float;
}
public TextureView BgraSwap(TextureView from)
{
TextureView to = (TextureView)_renderer.CreateTexture(from.Info, from.ScaleFactor);
EnsurePbo(from);
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
from.WriteToPbo(0, forceBgra: true);
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
to.ReadFromPbo(0, _copyPboSize);
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
return to;
}
private TextureView PboCopy(TextureView from, TextureView to, int srcLayer, int dstLayer, int srcLevel, int dstLevel, int width, int height)
{
int dstWidth = width;
int dstHeight = height;
// The size of the source texture.
int unpackWidth = from.Width;
int unpackHeight = from.Height;
if (from.Info.IsCompressed != to.Info.IsCompressed)
{
if (from.Info.IsCompressed)
{
// Dest size is in pixels, but should be in blocks
dstWidth = BitUtils.DivRoundUp(width, from.Info.BlockWidth);
dstHeight = BitUtils.DivRoundUp(height, from.Info.BlockHeight);
// When copying from a compressed texture, the source size must be taken in blocks for unpacking to the uncompressed block texture.
unpackWidth = BitUtils.DivRoundUp(from.Info.Width, from.Info.BlockWidth);
unpackHeight = BitUtils.DivRoundUp(from.Info.Height, from.Info.BlockHeight);
}
else
{
// When copying to a compressed texture, the source size must be scaled by the block width for unpacking on the compressed target.
unpackWidth = from.Info.Width * to.Info.BlockWidth;
unpackHeight = from.Info.Height * to.Info.BlockHeight;
}
}
EnsurePbo(from);
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
// The source texture is written out in full, then the destination is taken as a slice from the data using unpack params.
// The offset points to the base at which the requested layer is at.
int offset = from.WriteToPbo2D(0, srcLayer, srcLevel);
// If the destination size is not an exact match for the source unpack parameters, we need to set them to slice the data correctly.
bool slice = (unpackWidth != dstWidth || unpackHeight != dstHeight);
if (slice)
{
// Set unpack parameters to take a slice of width/height:
GL.PixelStore(PixelStoreParameter.UnpackRowLength, unpackWidth);
GL.PixelStore(PixelStoreParameter.UnpackImageHeight, unpackHeight);
if (to.Info.IsCompressed)
{
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, to.Info.BlockWidth);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, to.Info.BlockHeight);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 1);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, to.Info.BytesPerPixel);
}
}
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
to.ReadFromPbo2D(offset, dstLayer, dstLevel, dstWidth, dstHeight);
if (slice)
{
// Reset unpack parameters
GL.PixelStore(PixelStoreParameter.UnpackRowLength, 0);
GL.PixelStore(PixelStoreParameter.UnpackImageHeight, 0);
if (to.Info.IsCompressed)
{
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, 0);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, 0);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 0);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, 0);
}
}
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
return to;
}
private void EnsurePbo(TextureView view)
{
int requiredSize = 0;
for (int level = 0; level < view.Info.Levels; level++)
{
requiredSize += view.Info.GetMipSize(level);
}
if (_copyPboSize < requiredSize && _copyPboHandle != 0)
{
GL.DeleteBuffer(_copyPboHandle);
_copyPboHandle = 0;
}
if (_copyPboHandle == 0)
{
_copyPboHandle = GL.GenBuffer();
_copyPboSize = requiredSize;
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
GL.BufferData(BufferTarget.PixelPackBuffer, requiredSize, IntPtr.Zero, BufferUsageHint.DynamicCopy);
}
}
private int GetSrcFramebufferLazy()
{
if (_srcFramebuffer == 0)
{
_srcFramebuffer = GL.GenFramebuffer();
}
return _srcFramebuffer;
}
private int GetDstFramebufferLazy()
{
if (_dstFramebuffer == 0)
{
_dstFramebuffer = GL.GenFramebuffer();
}
return _dstFramebuffer;
}
public void Dispose()
{
if (_srcFramebuffer != 0)
{
GL.DeleteFramebuffer(_srcFramebuffer);
_srcFramebuffer = 0;
}
if (_dstFramebuffer != 0)
{
GL.DeleteFramebuffer(_dstFramebuffer);
_dstFramebuffer = 0;
}
if (_copyPboHandle != 0)
{
GL.DeleteBuffer(_copyPboHandle);
_copyPboHandle = 0;
}
}
}
}