mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-18 12:55:54 +01:00
96cf242bcf
* Handle mismatching texture size with copy dependencies * Create copy and render textures with the minimum possible size * Only align width for comparisons, assume that height is always exact * Fix IsExactMatch size check * Allow sampler and copy textures to match textures with larger width * Delete texture ChangeSize related code * Move AdjustSize to TextureInfo and give it a better name, adjust usages * Fix GetMinimumWidthInGob when minimumWidth > width * Only update render targets that are actually cleared for clear Avoids creating textures with incorrect sizes * Delete UpdateRenderTargetState method that is not needed anymore Clears now only ever sets the render targets that will be cleared rather than all of them
381 lines
14 KiB
C#
381 lines
14 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Texture;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture information.
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/// </summary>
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readonly struct TextureInfo
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{
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/// <summary>
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/// Address of the texture in GPU mapped memory.
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/// </summary>
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public ulong GpuAddress { get; }
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/// <summary>
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/// The width of the texture.
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/// </summary>
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public int Width { get; }
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/// <summary>
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/// The height of the texture, or layers count for 1D array textures.
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/// </summary>
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public int Height { get; }
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/// <summary>
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/// The depth of the texture (for 3D textures), or layers count for array textures.
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/// </summary>
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public int DepthOrLayers { get; }
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/// <summary>
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/// The number of mipmap levels of the texture.
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/// </summary>
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public int Levels { get; }
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/// <summary>
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/// The number of samples in the X direction for multisampled textures.
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/// </summary>
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public int SamplesInX { get; }
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/// <summary>
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/// The number of samples in the Y direction for multisampled textures.
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/// </summary>
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public int SamplesInY { get; }
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/// <summary>
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/// The number of bytes per line for linear textures.
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/// </summary>
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public int Stride { get; }
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/// <summary>
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/// Indicates whenever or not the texture is a linear texture.
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/// </summary>
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public bool IsLinear { get; }
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/// <summary>
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/// GOB blocks in the Y direction, for block linear textures.
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/// </summary>
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public int GobBlocksInY { get; }
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/// <summary>
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/// GOB blocks in the Z direction, for block linear textures.
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/// </summary>
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public int GobBlocksInZ { get; }
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/// <summary>
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/// Number of GOB blocks per tile in the X direction, for block linear textures.
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/// </summary>
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public int GobBlocksInTileX { get; }
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/// <summary>
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/// Total number of samples for multisampled textures.
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/// </summary>
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public int Samples => SamplesInX * SamplesInY;
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/// <summary>
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/// Texture target type.
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/// </summary>
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public Target Target { get; }
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/// <summary>
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/// Texture format information.
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/// </summary>
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public FormatInfo FormatInfo { get; }
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/// <summary>
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/// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
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/// for depth-stencil texture formats.
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/// </summary>
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public DepthStencilMode DepthStencilMode { get; }
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/// <summary>
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/// Texture swizzle for the red color channel.
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/// </summary>
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public SwizzleComponent SwizzleR { get; }
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/// <summary>
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/// Texture swizzle for the green color channel.
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/// </summary>
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public SwizzleComponent SwizzleG { get; }
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/// <summary>
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/// Texture swizzle for the blue color channel.
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/// </summary>
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public SwizzleComponent SwizzleB { get; }
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/// <summary>
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/// Texture swizzle for the alpha color channel.
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/// </summary>
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public SwizzleComponent SwizzleA { get; }
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/// <summary>
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/// Constructs the texture information structure.
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/// </summary>
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/// <param name="gpuAddress">The GPU address of the texture</param>
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/// <param name="width">The width of the texture</param>
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/// <param name="height">The height or the texture</param>
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/// <param name="depthOrLayers">The depth or layers count of the texture</param>
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/// <param name="levels">The amount of mipmap levels of the texture</param>
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/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
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/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
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/// <param name="stride">The stride for linear textures</param>
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/// <param name="isLinear">Whenever the texture is linear or block linear</param>
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/// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
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/// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
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/// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
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/// <param name="target">Texture target type</param>
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/// <param name="formatInfo">Texture format information</param>
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/// <param name="depthStencilMode">Depth-stencil mode</param>
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/// <param name="swizzleR">Swizzle for the red color channel</param>
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/// <param name="swizzleG">Swizzle for the green color channel</param>
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/// <param name="swizzleB">Swizzle for the blue color channel</param>
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/// <param name="swizzleA">Swizzle for the alpha color channel</param>
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public TextureInfo(
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ulong gpuAddress,
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int width,
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int height,
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int depthOrLayers,
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int levels,
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int samplesInX,
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int samplesInY,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX,
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Target target,
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FormatInfo formatInfo,
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DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
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SwizzleComponent swizzleR = SwizzleComponent.Red,
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SwizzleComponent swizzleG = SwizzleComponent.Green,
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SwizzleComponent swizzleB = SwizzleComponent.Blue,
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SwizzleComponent swizzleA = SwizzleComponent.Alpha)
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{
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GpuAddress = gpuAddress;
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Width = width;
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Height = height;
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DepthOrLayers = depthOrLayers;
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Levels = levels;
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SamplesInX = samplesInX;
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SamplesInY = samplesInY;
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Stride = stride;
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IsLinear = isLinear;
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GobBlocksInY = gobBlocksInY;
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GobBlocksInZ = gobBlocksInZ;
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GobBlocksInTileX = gobBlocksInTileX;
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Target = target;
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FormatInfo = formatInfo;
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DepthStencilMode = depthStencilMode;
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SwizzleR = swizzleR;
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SwizzleG = swizzleG;
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SwizzleB = swizzleB;
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SwizzleA = swizzleA;
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}
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/// <summary>
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/// Gets the real texture depth.
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/// Returns 1 for any target other than 3D textures.
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/// </summary>
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/// <returns>Texture depth</returns>
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public int GetDepth()
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{
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return GetDepth(Target, DepthOrLayers);
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}
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/// <summary>
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/// Gets the real texture depth.
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/// Returns 1 for any target other than 3D textures.
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/// </summary>
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/// <param name="target">Texture target</param>
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/// <param name="depthOrLayers">Texture depth if the texture is 3D, otherwise ignored</param>
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/// <returns>Texture depth</returns>
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public static int GetDepth(Target target, int depthOrLayers)
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{
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return target == Target.Texture3D ? depthOrLayers : 1;
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}
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/// <summary>
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/// Gets the number of layers of the texture.
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/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
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/// </summary>
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/// <returns>The number of texture layers</returns>
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public int GetLayers()
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{
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return GetLayers(Target, DepthOrLayers);
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}
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/// <summary>
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/// Gets the number of layers of the texture.
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/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
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/// </summary>
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/// <param name="target">Texture target</param>
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/// <param name="depthOrLayers">Texture layers if the is a array texture, ignored otherwise</param>
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/// <returns>The number of texture layers</returns>
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public static int GetLayers(Target target, int depthOrLayers)
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{
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if (target == Target.Texture2DArray || target == Target.Texture2DMultisampleArray)
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{
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return depthOrLayers;
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}
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else if (target == Target.CubemapArray)
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{
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return depthOrLayers * 6;
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}
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else if (target == Target.Cubemap)
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{
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return 6;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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/// Gets the number of 2D slices of the texture.
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/// Returns 6 for cubemap textures, layer faces for cubemap array textures, and DepthOrLayers for everything else.
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/// </summary>
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/// <returns>The number of texture slices</returns>
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public int GetSlices()
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{
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if (Target == Target.Texture3D || Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
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{
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return DepthOrLayers;
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}
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else if (Target == Target.CubemapArray)
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{
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return DepthOrLayers * 6;
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}
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else if (Target == Target.Cubemap)
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{
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return 6;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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/// Calculates the size information from the texture information.
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/// </summary>
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/// <param name="layerSize">Optional size of each texture layer in bytes</param>
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/// <returns>Texture size information</returns>
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public SizeInfo CalculateSizeInfo(int layerSize = 0)
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{
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if (Target == Target.TextureBuffer)
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{
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return new SizeInfo(Width * FormatInfo.BytesPerPixel);
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}
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else if (IsLinear)
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{
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return SizeCalculator.GetLinearTextureSize(
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Stride,
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Height,
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FormatInfo.BlockHeight);
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}
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else
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{
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return SizeCalculator.GetBlockLinearTextureSize(
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Width,
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Height,
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GetDepth(),
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Levels,
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GetLayers(),
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FormatInfo.BlockWidth,
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FormatInfo.BlockHeight,
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FormatInfo.BytesPerPixel,
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GobBlocksInY,
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GobBlocksInZ,
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GobBlocksInTileX,
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layerSize);
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}
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}
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/// <summary>
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/// Creates texture information for a given mipmap level of the specified parent texture and this information.
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/// </summary>
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/// <param name="parent">The parent texture</param>
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/// <param name="firstLevel">The first level of the texture view</param>
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/// <returns>The adjusted texture information with the new size</returns>
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public TextureInfo CreateInfoForLevelView(Texture parent, int firstLevel)
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{
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// When the texture is used as view of another texture, we must
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// ensure that the sizes are valid, otherwise data uploads would fail
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// (and the size wouldn't match the real size used on the host API).
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// Given a parent texture from where the view is created, we have the
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// following rules:
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// - The view size must be equal to the parent size, divided by (2 ^ l),
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// where l is the first mipmap level of the view. The division result must
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// be rounded down, and the result must be clamped to 1.
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// - If the parent format is compressed, and the view format isn't, the
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// view size is calculated as above, but the width and height of the
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// view must be also divided by the compressed format block width and height.
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// - If the parent format is not compressed, and the view is, the view
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// size is calculated as described on the first point, but the width and height
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// of the view must be also multiplied by the block width and height.
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int width = Math.Max(1, parent.Info.Width >> firstLevel);
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int height = Math.Max(1, parent.Info.Height >> firstLevel);
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if (parent.Info.FormatInfo.IsCompressed && !FormatInfo.IsCompressed)
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{
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width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
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height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
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}
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else if (!parent.Info.FormatInfo.IsCompressed && FormatInfo.IsCompressed)
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{
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width *= FormatInfo.BlockWidth;
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height *= FormatInfo.BlockHeight;
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}
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int depthOrLayers;
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if (Target == Target.Texture3D)
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{
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depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
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}
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else
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{
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depthOrLayers = DepthOrLayers;
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}
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// 2D and 2D multisample textures are not considered compatible.
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// This specific case is required for copies, where the source texture might be multisample.
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// In this case, we inherit the parent texture multisample state.
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Target target = Target;
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int samplesInX = SamplesInX;
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int samplesInY = SamplesInY;
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if (target == Target.Texture2D && parent.Target == Target.Texture2DMultisample)
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{
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target = Target.Texture2DMultisample;
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samplesInX = parent.Info.SamplesInX;
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samplesInY = parent.Info.SamplesInY;
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}
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return new TextureInfo(
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GpuAddress,
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width,
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height,
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depthOrLayers,
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Levels,
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samplesInX,
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samplesInY,
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Stride,
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IsLinear,
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GobBlocksInY,
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GobBlocksInZ,
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GobBlocksInTileX,
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target,
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FormatInfo,
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DepthStencilMode,
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SwizzleR,
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SwizzleG,
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SwizzleB,
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SwizzleA);
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}
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}
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} |