Ryujinx/Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs

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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
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using System;
namespace Ryujinx.Graphics.OpenGL
{
static class TextureCopyUnscaled
{
public static void Copy(
TextureCreateInfo srcInfo,
TextureCreateInfo dstInfo,
int srcHandle,
int dstHandle,
int srcLayer,
int dstLayer,
int srcLevel,
int dstLevel)
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{
int srcWidth = srcInfo.Width;
int srcHeight = srcInfo.Height;
int srcDepth = srcInfo.GetDepthOrLayers();
int srcLevels = srcInfo.Levels;
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int dstWidth = dstInfo.Width;
int dstHeight = dstInfo.Height;
int dstDepth = dstInfo.GetDepthOrLayers();
int dstLevels = dstInfo.Levels;
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dstWidth = Math.Max(1, dstWidth >> dstLevel);
dstHeight = Math.Max(1, dstHeight >> dstLevel);
if (dstInfo.Target == Target.Texture3D)
{
dstDepth = Math.Max(1, dstDepth >> dstLevel);
}
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// 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)
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{
dstWidth = BitUtils.DivRoundUp(dstWidth, dstInfo.BlockWidth);
dstHeight = BitUtils.DivRoundUp(dstHeight, dstInfo.BlockHeight);
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}
else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
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{
dstWidth *= dstInfo.BlockWidth;
dstHeight *= dstInfo.BlockHeight;
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}
int width = Math.Min(srcWidth, dstWidth);
int height = Math.Min(srcHeight, dstHeight);
int depth = Math.Min(srcDepth, dstDepth);
int levels = Math.Min(srcLevels, dstLevels);
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)
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{
break;
}
GL.CopyImageSubData(
srcHandle,
srcInfo.Target.ConvertToImageTarget(),
srcLevel + level,
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0,
0,
srcLayer,
dstHandle,
dstInfo.Target.ConvertToImageTarget(),
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dstLevel + level,
0,
0,
dstLayer,
width,
height,
depth);
width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
if (srcInfo.Target == Target.Texture3D)
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{
depth = Math.Max(1, depth >> 1);
}
}
}
}
}