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https://github.com/GreemDev/Ryujinx.git
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e9c15d32cb
* Use a different method for out of bounds blit * This is not needed
115 lines
4.8 KiB
C#
115 lines
4.8 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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using Texture = Image.Texture;
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partial class Methods
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{
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/// <summary>
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/// Performs a texture to texture copy.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <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);
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var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);
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var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);
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var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);
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int srcX1 = (int)(region.SrcXF >> 32);
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int srcY1 = (int)(region.SrcYF >> 32);
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int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32);
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int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);
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int dstX1 = region.DstX;
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int dstY1 = region.DstY;
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int dstX2 = region.DstX + region.DstWidth;
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int dstY2 = region.DstY + region.DstHeight;
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// The source and destination textures should at least be as big as the region being requested.
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// The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases.
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var srcHint = new Size(srcX2, srcY2, 1);
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var dstHint = new Size(dstX2, dstY2, 1);
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var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
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int srcWidthAligned = srcCopyTexture.Stride / srcCopyTextureFormat.BytesPerPixel;
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ulong offset = 0;
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// For an out of bounds copy, we must ensure that the copy wraps to the next line,
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// so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
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// outside the bounds of the texture. We fill the destination with the first 32 pixels
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// of the next line on the source texture.
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// This can be done by simply adding an offset to the texture address, so that the initial
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// gap is skipped and the copy is inside bounds again.
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// This is required by the proprietary guest OpenGL driver.
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if (srcCopyTexture.LinearLayout && srcCopyTexture.Width == srcX2 && srcX2 > srcWidthAligned && srcX1 > 0)
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{
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offset = (ulong)(srcX1 * srcCopyTextureFormat.BytesPerPixel);
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srcCopyTexture.Width -= srcX1;
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srcX2 -= srcX1;
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srcX1 = 0;
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}
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Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, offset, srcCopyTextureFormat, true, srcHint);
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if (srcTexture == null)
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{
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return;
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}
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// When the source texture that was found has a depth format,
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// we must enforce the target texture also has a depth format,
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// as copies between depth and color formats are not allowed.
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FormatInfo dstCopyTextureFormat;
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if (srcTexture.Format.IsDepthOrStencil())
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{
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dstCopyTextureFormat = srcTexture.Info.FormatInfo;
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}
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else
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{
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dstCopyTextureFormat = dstCopyTexture.Format.Convert();
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}
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, 0, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
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if (dstTexture == null)
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{
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return;
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}
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float scale = srcTexture.ScaleFactor;
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float dstScale = dstTexture.ScaleFactor;
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Extents2D srcRegion = new Extents2D(
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(int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)),
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(int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY)));
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Extents2D dstRegion = new Extents2D(
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(int)Math.Ceiling(dstScale * (dstX1 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(dstScale * (dstY1 / dstTexture.Info.SamplesInY)),
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(int)Math.Ceiling(dstScale * (dstX2 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(dstScale * (dstY2 / dstTexture.Info.SamplesInY)));
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bool linearFilter = control.UnpackLinearFilter();
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srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
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dstTexture.SignalModified();
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}
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}
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} |