Fix some invalid blits involving depth textures (#4723)

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gdkchan 2023-05-03 21:20:12 -03:00 committed by GitHub
parent 6279f5e430
commit 4d1579acbf
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 24 additions and 8 deletions

View file

@ -300,11 +300,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
IsCopyRegionComplete(srcCopyTexture, srcCopyTextureFormat, srcX1, srcY1, srcX2, srcY2) &&
IsCopyRegionComplete(dstCopyTexture, dstCopyTextureFormat, dstX1, dstY1, dstX2, dstY2);
// We can only allow aliasing of color formats as depth if the source and destination textures
// are the same, as we can't blit between different depth formats.
bool srcDepthAlias = srcCopyTexture.Format == dstCopyTexture.Format;
var srcTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
srcCopyTexture,
offset,
srcCopyTextureFormat,
srcDepthAlias,
!canDirectCopy,
false,
srcHint);
@ -325,6 +330,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
// When the source texture that was found has a depth format,
// we must enforce the target texture also has a depth format,
// as copies between depth and color formats are not allowed.
// For depth blit, the destination texture format should always match exactly.
if (srcTexture.Format.IsDepthOrStencil())
{
@ -340,7 +346,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
dstCopyTexture,
0,
dstCopyTextureFormat,
true,
depthAlias: false,
shouldCreate: true,
srcTexture.ScaleMode == TextureScaleMode.Scaled,
dstHint);

View file

@ -1118,7 +1118,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
bool forSampler = (flags & TextureSearchFlags.ForSampler) != 0;
TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, forSampler, (flags & TextureSearchFlags.ForCopy) != 0);
TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, forSampler, (flags & TextureSearchFlags.DepthAlias) != 0);
if (matchQuality == TextureMatchQuality.NoMatch)
{

View file

@ -249,6 +249,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="copyTexture">Copy texture to find or create</param>
/// <param name="offset">Offset to be added to the physical texture address</param>
/// <param name="formatInfo">Format information of the copy texture</param>
/// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param>
/// <param name="shouldCreate">Indicates if a new texture should be created if none is found on the cache</param>
/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
@ -257,6 +259,7 @@ namespace Ryujinx.Graphics.Gpu.Image
TwodTexture copyTexture,
ulong offset,
FormatInfo formatInfo,
bool depthAlias,
bool shouldCreate,
bool preferScaling,
Size sizeHint)
@ -293,6 +296,11 @@ namespace Ryujinx.Graphics.Gpu.Image
TextureSearchFlags flags = TextureSearchFlags.ForCopy;
if (depthAlias)
{
flags |= TextureSearchFlags.DepthAlias;
}
if (preferScaling)
{
flags |= TextureSearchFlags.WithUpscale;

View file

@ -220,18 +220,18 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
/// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param>
/// <returns>A value indicating how well the formats match</returns>
public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool depthAlias)
{
// D32F and R32F texture have the same representation internally,
// however the R32F format is used to sample from depth textures.
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || depthAlias))
{
return TextureMatchQuality.FormatAlias;
}
if (forCopy)
if (depthAlias)
{
// The 2D engine does not support depth-stencil formats, so it will instead
// use equivalent color formats. We must also consider them as compatible.

View file

@ -11,7 +11,8 @@ namespace Ryujinx.Graphics.Gpu.Image
None = 0,
ForSampler = 1 << 1,
ForCopy = 1 << 2,
WithUpscale = 1 << 3,
NoCreate = 1 << 4
DepthAlias = 1 << 3,
WithUpscale = 1 << 4,
NoCreate = 1 << 5
}
}