2018-04-08 21:17:35 +02:00
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using Ryujinx.Graphics.Gal;
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2018-06-24 02:39:25 +02:00
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using Ryujinx.HLE.Gpu.Memory;
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2018-04-08 21:17:35 +02:00
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using System;
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2018-06-24 02:39:25 +02:00
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namespace Ryujinx.HLE.Gpu.Texture
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2018-04-08 21:17:35 +02:00
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{
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static class TextureFactory
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{
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2018-06-09 02:15:56 +02:00
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public static GalTexture MakeTexture(NvGpuVmm Vmm, long TicPosition)
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2018-04-08 21:17:35 +02:00
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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int[] Tic = ReadWords(Vmm, TicPosition, 8);
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2018-04-08 21:17:35 +02:00
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GalTextureFormat Format = (GalTextureFormat)(Tic[0] & 0x7f);
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2018-05-17 20:25:42 +02:00
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GalTextureSource XSource = (GalTextureSource)((Tic[0] >> 19) & 7);
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GalTextureSource YSource = (GalTextureSource)((Tic[0] >> 22) & 7);
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GalTextureSource ZSource = (GalTextureSource)((Tic[0] >> 25) & 7);
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GalTextureSource WSource = (GalTextureSource)((Tic[0] >> 28) & 7);
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2018-06-09 02:15:56 +02:00
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int Width = (Tic[4] & 0xffff) + 1;
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int Height = (Tic[5] & 0xffff) + 1;
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return new GalTexture(
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Width,
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Height,
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Format,
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XSource,
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YSource,
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ZSource,
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WSource);
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}
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public static byte[] GetTextureData(NvGpuVmm Vmm, long TicPosition)
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{
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int[] Tic = ReadWords(Vmm, TicPosition, 8);
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GalTextureFormat Format = (GalTextureFormat)(Tic[0] & 0x7f);
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2018-04-08 21:17:35 +02:00
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long TextureAddress = (uint)Tic[1];
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TextureAddress |= (long)((ushort)Tic[2]) << 32;
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TextureSwizzle Swizzle = (TextureSwizzle)((Tic[2] >> 21) & 7);
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2018-06-23 07:00:44 +02:00
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if (Swizzle == TextureSwizzle.BlockLinear ||
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Swizzle == TextureSwizzle.BlockLinearColorKey)
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{
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TextureAddress &= ~0x1ffL;
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}
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else if (Swizzle == TextureSwizzle.Pitch ||
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Swizzle == TextureSwizzle.PitchColorKey)
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{
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TextureAddress &= ~0x1fL;
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}
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2018-04-08 22:09:41 +02:00
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int Pitch = (Tic[3] & 0xffff) << 5;
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2018-07-19 07:30:21 +02:00
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int BlockHeightLog2 = (Tic[3] >> 3) & 7;
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int TileWidthLog2 = (Tic[3] >> 10) & 7;
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2018-04-08 21:17:35 +02:00
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int BlockHeight = 1 << BlockHeightLog2;
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2018-07-19 07:30:21 +02:00
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int TileWidth = 1 << TileWidthLog2;
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2018-04-08 21:17:35 +02:00
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int Width = (Tic[4] & 0xffff) + 1;
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int Height = (Tic[5] & 0xffff) + 1;
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2018-06-24 02:39:25 +02:00
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TextureInfo Texture = new TextureInfo(
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2018-04-08 21:17:35 +02:00
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TextureAddress,
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Width,
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Height,
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2018-04-08 22:09:41 +02:00
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Pitch,
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2018-04-08 21:17:35 +02:00
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BlockHeight,
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2018-07-19 07:30:21 +02:00
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TileWidth,
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2018-04-08 21:17:35 +02:00
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Swizzle,
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Format);
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2018-06-09 02:15:56 +02:00
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return TextureReader.Read(Vmm, Texture);
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2018-04-08 21:17:35 +02:00
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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public static GalTextureSampler MakeSampler(NvGpu Gpu, NvGpuVmm Vmm, long TscPosition)
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2018-04-08 21:17:35 +02:00
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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int[] Tsc = ReadWords(Vmm, TscPosition, 8);
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2018-04-08 21:17:35 +02:00
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GalTextureWrap AddressU = (GalTextureWrap)((Tsc[0] >> 0) & 7);
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GalTextureWrap AddressV = (GalTextureWrap)((Tsc[0] >> 3) & 7);
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GalTextureWrap AddressP = (GalTextureWrap)((Tsc[0] >> 6) & 7);
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GalTextureFilter MagFilter = (GalTextureFilter) ((Tsc[1] >> 0) & 3);
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GalTextureFilter MinFilter = (GalTextureFilter) ((Tsc[1] >> 4) & 3);
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GalTextureMipFilter MipFilter = (GalTextureMipFilter)((Tsc[1] >> 6) & 3);
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GalColorF BorderColor = new GalColorF(
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BitConverter.Int32BitsToSingle(Tsc[4]),
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BitConverter.Int32BitsToSingle(Tsc[5]),
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BitConverter.Int32BitsToSingle(Tsc[6]),
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BitConverter.Int32BitsToSingle(Tsc[7]));
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return new GalTextureSampler(
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AddressU,
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AddressV,
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AddressP,
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MinFilter,
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MagFilter,
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MipFilter,
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BorderColor);
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private static int[] ReadWords(NvGpuVmm Vmm, long Position, int Count)
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2018-04-08 21:17:35 +02:00
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{
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int[] Words = new int[Count];
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for (int Index = 0; Index < Count; Index++, Position += 4)
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Words[Index] = Vmm.ReadInt32(Position);
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2018-04-08 21:17:35 +02:00
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}
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return Words;
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}
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}
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}
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