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); bool originCorner = control.UnpackOriginCorner(); long srcX = region.SrcXF; long srcY = region.SrcYF; if (originCorner) { // If the origin is corner, it is assumed that the guest API // is manually centering the origin by adding a offset to the // source region X/Y coordinates. // Here we attempt to remove such offset to ensure we have the correct region. // The offset is calculated as FactorXY / 2.0, where FactorXY = SrcXY / DstXY, // so we do the same here by dividing the fixed point value by 2, while // throwing away the fractional part to avoid rounding errors. srcX -= (region.SrcWidthRF >> 33) << 32; srcY -= (region.SrcHeightRF >> 33) << 32; } int srcX1 = (int)(srcX >> 32); int srcY1 = (int)(srcY >> 32); int srcX2 = srcX1 + (int)((region.SrcWidthRF * region.DstWidth + uint.MaxValue) >> 32); int srcY2 = srcY1 + (int)((region.SrcHeightRF * region.DstHeight + uint.MaxValue) >> 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(); int srcWidthAligned = srcCopyTexture.Stride / srcCopyTextureFormat.BytesPerPixel; ulong offset = 0; // 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 done by simply adding an offset to the texture address, so that the initial // gap is skipped and the copy is inside bounds again. // This is required by the proprietary guest OpenGL driver. if (srcCopyTexture.LinearLayout && srcCopyTexture.Width == srcX2 && srcX2 > srcWidthAligned && srcX1 > 0) { offset = (ulong)(srcX1 * srcCopyTextureFormat.BytesPerPixel); srcCopyTexture.Width -= srcX1; srcX2 -= srcX1; srcX1 = 0; } Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, offset, 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, 0, 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); dstTexture.SignalModified(); } } }