mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-21 06:02:02 +00:00
b530f0e110
* 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.
296 lines
No EOL
11 KiB
C#
296 lines
No EOL
11 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Texture;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture information.
|
|
/// </summary>
|
|
struct TextureInfo
|
|
{
|
|
/// <summary>
|
|
/// Address of the texture in GPU mapped memory.
|
|
/// </summary>
|
|
public ulong GpuAddress { get; }
|
|
|
|
/// <summary>
|
|
/// The width of the texture.
|
|
/// </summary>
|
|
public int Width { get; }
|
|
|
|
/// <summary>
|
|
/// The height of the texture, or layers count for 1D array textures.
|
|
/// </summary>
|
|
public int Height { get; }
|
|
|
|
/// <summary>
|
|
/// The depth of the texture (for 3D textures), or layers count for array textures.
|
|
/// </summary>
|
|
public int DepthOrLayers { get; }
|
|
|
|
/// <summary>
|
|
/// The number of mipmap levels of the texture.
|
|
/// </summary>
|
|
public int Levels { get; }
|
|
|
|
/// <summary>
|
|
/// The number of samples in the X direction for multisampled textures.
|
|
/// </summary>
|
|
public int SamplesInX { get; }
|
|
|
|
/// <summary>
|
|
/// The number of samples in the Y direction for multisampled textures.
|
|
/// </summary>
|
|
public int SamplesInY { get; }
|
|
|
|
/// <summary>
|
|
/// The number of bytes per line for linear textures.
|
|
/// </summary>
|
|
public int Stride { get; }
|
|
|
|
/// <summary>
|
|
/// Indicates whenever or not the texture is a linear texture.
|
|
/// </summary>
|
|
public bool IsLinear { get; }
|
|
|
|
/// <summary>
|
|
/// GOB blocks in the Y direction, for block linear textures.
|
|
/// </summary>
|
|
public int GobBlocksInY { get; }
|
|
|
|
/// <summary>
|
|
/// GOB blocks in the Z direction, for block linear textures.
|
|
/// </summary>
|
|
public int GobBlocksInZ { get; }
|
|
|
|
/// <summary>
|
|
/// Number of GOB blocks per tile in the X direction, for block linear textures.
|
|
/// </summary>
|
|
public int GobBlocksInTileX { get; }
|
|
|
|
/// <summary>
|
|
/// Total number of samples for multisampled textures.
|
|
/// </summary>
|
|
public int Samples => SamplesInX * SamplesInY;
|
|
|
|
/// <summary>
|
|
/// Texture target type.
|
|
/// </summary>
|
|
public Target Target { get; }
|
|
|
|
/// <summary>
|
|
/// Texture format information.
|
|
/// </summary>
|
|
public FormatInfo FormatInfo { get; }
|
|
|
|
/// <summary>
|
|
/// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
|
|
/// for depth-stencil texture formats.
|
|
/// </summary>
|
|
public DepthStencilMode DepthStencilMode { get; }
|
|
|
|
/// <summary>
|
|
/// Texture swizzle for the red color channel.
|
|
/// </summary>
|
|
public SwizzleComponent SwizzleR { get; }
|
|
|
|
/// <summary>
|
|
/// Texture swizzle for the green color channel.
|
|
/// </summary>
|
|
public SwizzleComponent SwizzleG { get; }
|
|
|
|
/// <summary>
|
|
/// Texture swizzle for the blue color channel.
|
|
/// </summary>
|
|
public SwizzleComponent SwizzleB { get; }
|
|
|
|
/// <summary>
|
|
/// Texture swizzle for the alpha color channel.
|
|
/// </summary>
|
|
public SwizzleComponent SwizzleA { get; }
|
|
|
|
/// <summary>
|
|
/// Constructs the texture information structure.
|
|
/// </summary>
|
|
/// <param name="gpuAddress">The GPU address of the texture</param>
|
|
/// <param name="width">The width of the texture</param>
|
|
/// <param name="height">The height or the texture</param>
|
|
/// <param name="depthOrLayers">The depth or layers count of the texture</param>
|
|
/// <param name="levels">The amount of mipmap levels of the texture</param>
|
|
/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
|
|
/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
|
|
/// <param name="stride">The stride for linear textures</param>
|
|
/// <param name="isLinear">Whenever the texture is linear or block linear</param>
|
|
/// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
|
|
/// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
|
|
/// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
|
|
/// <param name="target">Texture target type</param>
|
|
/// <param name="formatInfo">Texture format information</param>
|
|
/// <param name="depthStencilMode">Depth-stencil mode</param>
|
|
/// <param name="swizzleR">Swizzle for the red color channel</param>
|
|
/// <param name="swizzleG">Swizzle for the green color channel</param>
|
|
/// <param name="swizzleB">Swizzle for the blue color channel</param>
|
|
/// <param name="swizzleA">Swizzle for the alpha color channel</param>
|
|
public TextureInfo(
|
|
ulong gpuAddress,
|
|
int width,
|
|
int height,
|
|
int depthOrLayers,
|
|
int levels,
|
|
int samplesInX,
|
|
int samplesInY,
|
|
int stride,
|
|
bool isLinear,
|
|
int gobBlocksInY,
|
|
int gobBlocksInZ,
|
|
int gobBlocksInTileX,
|
|
Target target,
|
|
FormatInfo formatInfo,
|
|
DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
|
|
SwizzleComponent swizzleR = SwizzleComponent.Red,
|
|
SwizzleComponent swizzleG = SwizzleComponent.Green,
|
|
SwizzleComponent swizzleB = SwizzleComponent.Blue,
|
|
SwizzleComponent swizzleA = SwizzleComponent.Alpha)
|
|
{
|
|
GpuAddress = gpuAddress;
|
|
Width = width;
|
|
Height = height;
|
|
DepthOrLayers = depthOrLayers;
|
|
Levels = levels;
|
|
SamplesInX = samplesInX;
|
|
SamplesInY = samplesInY;
|
|
Stride = stride;
|
|
IsLinear = isLinear;
|
|
GobBlocksInY = gobBlocksInY;
|
|
GobBlocksInZ = gobBlocksInZ;
|
|
GobBlocksInTileX = gobBlocksInTileX;
|
|
Target = target;
|
|
FormatInfo = formatInfo;
|
|
DepthStencilMode = depthStencilMode;
|
|
SwizzleR = swizzleR;
|
|
SwizzleG = swizzleG;
|
|
SwizzleB = swizzleB;
|
|
SwizzleA = swizzleA;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the real texture depth.
|
|
/// Returns 1 for any target other than 3D textures.
|
|
/// </summary>
|
|
/// <returns>Texture depth</returns>
|
|
public int GetDepth()
|
|
{
|
|
return GetDepth(Target, DepthOrLayers);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the real texture depth.
|
|
/// Returns 1 for any target other than 3D textures.
|
|
/// </summary>
|
|
/// <param name="target">Texture target</param>
|
|
/// <param name="depthOrLayers">Texture depth if the texture is 3D, otherwise ignored</param>
|
|
/// <returns>Texture depth</returns>
|
|
public static int GetDepth(Target target, int depthOrLayers)
|
|
{
|
|
return target == Target.Texture3D ? depthOrLayers : 1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of layers of the texture.
|
|
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
|
|
/// </summary>
|
|
/// <returns>The number of texture layers</returns>
|
|
public int GetLayers()
|
|
{
|
|
return GetLayers(Target, DepthOrLayers);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of layers of the texture.
|
|
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
|
|
/// </summary>
|
|
/// <param name="target">Texture target</param>
|
|
/// <param name="depthOrLayers">Texture layers if the is a array texture, ignored otherwise</param>
|
|
/// <returns>The number of texture layers</returns>
|
|
public static int GetLayers(Target target, int depthOrLayers)
|
|
{
|
|
if (target == Target.Texture2DArray || target == Target.Texture2DMultisampleArray)
|
|
{
|
|
return depthOrLayers;
|
|
}
|
|
else if (target == Target.CubemapArray)
|
|
{
|
|
return depthOrLayers * 6;
|
|
}
|
|
else if (target == Target.Cubemap)
|
|
{
|
|
return 6;
|
|
}
|
|
else
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of 2D slices of the texture.
|
|
/// Returns 6 for cubemap textures, layer faces for cubemap array textures, and DepthOrLayers for everything else.
|
|
/// </summary>
|
|
/// <returns>The number of texture slices</returns>
|
|
public int GetSlices()
|
|
{
|
|
if (Target == Target.Texture3D || Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
|
|
{
|
|
return DepthOrLayers;
|
|
}
|
|
else if (Target == Target.CubemapArray)
|
|
{
|
|
return DepthOrLayers * 6;
|
|
}
|
|
else if (Target == Target.Cubemap)
|
|
{
|
|
return 6;
|
|
}
|
|
else
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the size information from the texture information.
|
|
/// </summary>
|
|
/// <param name="layerSize">Optional size of each texture layer in bytes</param>
|
|
/// <returns>Texture size information</returns>
|
|
public SizeInfo CalculateSizeInfo(int layerSize = 0)
|
|
{
|
|
if (Target == Target.TextureBuffer)
|
|
{
|
|
return new SizeInfo(Width * FormatInfo.BytesPerPixel);
|
|
}
|
|
else if (IsLinear)
|
|
{
|
|
return SizeCalculator.GetLinearTextureSize(
|
|
Stride,
|
|
Height,
|
|
FormatInfo.BlockHeight);
|
|
}
|
|
else
|
|
{
|
|
return SizeCalculator.GetBlockLinearTextureSize(
|
|
Width,
|
|
Height,
|
|
GetDepth(),
|
|
Levels,
|
|
GetLayers(),
|
|
FormatInfo.BlockWidth,
|
|
FormatInfo.BlockHeight,
|
|
FormatInfo.BytesPerPixel,
|
|
GobBlocksInY,
|
|
GobBlocksInZ,
|
|
GobBlocksInTileX,
|
|
layerSize);
|
|
}
|
|
}
|
|
}
|
|
} |