using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Texture; using System; namespace Ryujinx.Graphics.Gpu.Engine { using Texture = Image.Texture; partial class Methods { /// /// Performs a texture to texture copy. /// /// Current GPU state /// Method call argument private void CopyTexture(GpuState state, int argument) { var dstCopyTexture = state.Get(MethodOffset.CopyDstTexture); var srcCopyTexture = state.Get(MethodOffset.CopySrcTexture); var region = state.Get(MethodOffset.CopyRegion); var control = state.Get(MethodOffset.CopyTextureControl); int srcX1 = (int)(region.SrcXF >> 32); int srcY1 = (int)(region.SrcYF >> 32); int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32); int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32); int dstX1 = region.DstX; int dstY1 = region.DstY; int dstX2 = region.DstX + region.DstWidth; int dstY2 = region.DstY + region.DstHeight; // The source and destination textures should at least be as big as the region being requested. // The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases. var srcHint = new Size(srcX2, srcY2, 1); var dstHint = new Size(dstX2, dstY2, 1); var srcCopyTextureFormat = srcCopyTexture.Format.Convert(); Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcCopyTextureFormat, true, srcHint); if (srcTexture == null) { return; } // 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. FormatInfo dstCopyTextureFormat; if (srcTexture.Format.IsDepthOrStencil()) { dstCopyTextureFormat = srcTexture.Info.FormatInfo; } else { dstCopyTextureFormat = dstCopyTexture.Format.Convert(); } Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint); if (dstTexture == null) { return; } float scale = srcTexture.ScaleFactor; float dstScale = dstTexture.ScaleFactor; Extents2D srcRegion = new Extents2D( (int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)), (int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)), (int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)), (int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY))); Extents2D dstRegion = new Extents2D( (int)Math.Ceiling(dstScale * (dstX1 / dstTexture.Info.SamplesInX)), (int)Math.Ceiling(dstScale * (dstY1 / dstTexture.Info.SamplesInY)), (int)Math.Ceiling(dstScale * (dstX2 / dstTexture.Info.SamplesInX)), (int)Math.Ceiling(dstScale * (dstY2 / dstTexture.Info.SamplesInY))); bool linearFilter = control.UnpackLinearFilter(); srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter); // For an out of bounds copy, we must ensure that the copy wraps to the next line, // so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are // outside the bounds of the texture. We fill the destination with the first 32 pixels // of the next line on the source texture. // This can be emulated with 2 copies (the first copy handles the region inside the bounds, // the second handles the region outside of the bounds). // We must also extend the source texture by one line to ensure we can wrap on the last line. // This is required by the (guest) OpenGL driver. if (srcX2 / srcTexture.Info.SamplesInX > srcTexture.Info.Width) { srcCopyTexture.Height++; srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, srcHint); scale = srcTexture.ScaleFactor; srcRegion = new Extents2D( (int)Math.Ceiling(scale * ((srcX1 / srcTexture.Info.SamplesInX) - srcTexture.Info.Width)), (int)Math.Ceiling(scale * ((srcY1 / srcTexture.Info.SamplesInY) + 1)), (int)Math.Ceiling(scale * ((srcX2 / srcTexture.Info.SamplesInX) - srcTexture.Info.Width)), (int)Math.Ceiling(scale * ((srcY2 / srcTexture.Info.SamplesInY) + 1))); srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter); } dstTexture.SignalModified(); } } }