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Fix DMA linear texture copy fast path (#3496)
* Fix DMA linear texture copy fast path * Formatting
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parent
3c3bcd82fe
commit
37b6e081da
@ -216,13 +216,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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{
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{
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var target = memoryManager.Physical.TextureCache.FindTexture(
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var target = memoryManager.Physical.TextureCache.FindTexture(
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memoryManager,
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memoryManager,
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dst,
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dstGpuVa,
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dstGpuVa,
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dstBpp,
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dstBpp,
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dstStride,
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dstStride,
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dst.Height,
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xCount,
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xCount,
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yCount,
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yCount,
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dstLinear);
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dstLinear,
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dst.MemoryLayout);
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if (target != null)
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if (target != null)
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{
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{
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@ -900,23 +900,25 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
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/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
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/// </summary>
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="tex">The texture information</param>
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/// <param name="gpuVa">GPU virtual address of the texture</param>
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/// <param name="gpuVa">GPU virtual address of the texture</param>
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/// <param name="bpp">Bytes per pixel</param>
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/// <param name="bpp">Bytes per pixel</param>
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/// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param>
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/// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param>
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/// <param name="height">If <paramref name="linear"/> is false, should have the texture height, otherwise ignored</param>
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/// <param name="xCount">Number of pixels to be copied per line</param>
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/// <param name="xCount">Number of pixels to be copied per line</param>
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/// <param name="yCount">Number of lines to be copied</param>
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/// <param name="yCount">Number of lines to be copied</param>
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/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
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/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
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/// <param name="memoryLayout">If <paramref name="linear"/> is false, should have the memory layout, otherwise ignored</param>
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/// <returns>A matching texture, or null if there is no match</returns>
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/// <returns>A matching texture, or null if there is no match</returns>
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public Texture FindTexture(
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public Texture FindTexture(
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MemoryManager memoryManager,
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MemoryManager memoryManager,
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DmaTexture tex,
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ulong gpuVa,
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ulong gpuVa,
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int bpp,
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int bpp,
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int stride,
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int stride,
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int height,
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int xCount,
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int xCount,
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int yCount,
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int yCount,
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bool linear)
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bool linear,
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MemoryLayout memoryLayout)
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{
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{
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ulong address = memoryManager.Translate(gpuVa);
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ulong address = memoryManager.Translate(gpuVa);
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@ -945,7 +947,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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{
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// Size is not available for linear textures. Use the stride and end of the copy region instead.
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// Size is not available for linear textures. Use the stride and end of the copy region instead.
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match = texture.Info.IsLinear && texture.Info.Stride == stride && tex.RegionY + yCount <= texture.Info.Height;
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match = texture.Info.IsLinear && texture.Info.Stride == stride && yCount == texture.Info.Height;
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}
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}
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else
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else
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{
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{
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@ -953,10 +955,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
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// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
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// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
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// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
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bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
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bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
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bool formatMatch = !texture.Info.IsLinear &&
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bool formatMatch = !texture.Info.IsLinear &&
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texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
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texture.Info.GobBlocksInY == memoryLayout.UnpackGobBlocksInY() &&
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texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
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texture.Info.GobBlocksInZ == memoryLayout.UnpackGobBlocksInZ();
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match = sizeMatch && formatMatch;
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match = sizeMatch && formatMatch;
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}
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}
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