using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Texture; using System; namespace Ryujinx.Graphics.Gpu.Image { /// /// Texture format compatibility checks. /// static class TextureCompatibility { private enum FormatClass { Unclassified, BCn64, BCn128, Bc1Rgb, Bc1Rgba, Bc2, Bc3, Bc4, Bc5, Bc6, Bc7 } /// /// Finds the appropriate depth format for a copy texture if the source texture has a depth format. /// /// Destination CopyTexture Format /// Source Texture Format /// Derived RtFormat if srcTextureFormat is a depth format, otherwise return dstTextureFormat. public static RtFormat DeriveDepthFormat(RtFormat dstTextureFormat, Format srcTextureFormat) { return srcTextureFormat switch { Format.S8Uint => RtFormat.S8Uint, Format.D16Unorm => RtFormat.D16Unorm, Format.D24X8Unorm => RtFormat.D24Unorm, Format.D32Float => RtFormat.D32Float, Format.D24UnormS8Uint => RtFormat.D24UnormS8Uint, Format.D32FloatS8Uint => RtFormat.D32FloatS8Uint, _ => dstTextureFormat }; } /// /// Checks if two formats are compatible, according to the host API copy format compatibility rules. /// /// First comparand /// Second comparand /// True if the formats are compatible, false otherwise public static bool FormatCompatible(FormatInfo lhs, FormatInfo rhs) { if (IsDsFormat(lhs.Format) || IsDsFormat(rhs.Format)) { return lhs.Format == rhs.Format; } if (lhs.Format.IsAstc() || rhs.Format.IsAstc()) { return lhs.Format == rhs.Format; } if (lhs.IsCompressed && rhs.IsCompressed) { FormatClass lhsClass = GetFormatClass(lhs.Format); FormatClass rhsClass = GetFormatClass(rhs.Format); return lhsClass == rhsClass; } else { return lhs.BytesPerPixel == rhs.BytesPerPixel; } } /// /// Checks if the texture format matches with the specified texture information. /// /// Texture information to compare /// Texture information to compare with /// Indicates that the texture will be used for shader sampling /// Indicates that the texture will be used as copy source or target /// True if the format matches, with the given comparison rules public static bool FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy) { // 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)) { return true; } if (forCopy) { // The 2D engine does not support depth-stencil formats, so it will instead // use equivalent color formats. We must also consider them as compatible. if (lhs.FormatInfo.Format == Format.S8Uint && rhs.FormatInfo.Format == Format.R8Unorm) { return true; } if (lhs.FormatInfo.Format == Format.D16Unorm && rhs.FormatInfo.Format == Format.R16Unorm) { return true; } if ((lhs.FormatInfo.Format == Format.D24UnormS8Uint || lhs.FormatInfo.Format == Format.D24X8Unorm) && rhs.FormatInfo.Format == Format.B8G8R8A8Unorm) { return true; } } return lhs.FormatInfo.Format == rhs.FormatInfo.Format; } /// /// Checks if the texture layout specified matches with this texture layout. /// The layout information is composed of the Stride for linear textures, or GOB block size /// for block linear textures. /// /// Texture information to compare /// Texture information to compare with /// True if the layout matches, false otherwise public static bool LayoutMatches(TextureInfo lhs, TextureInfo rhs) { if (lhs.IsLinear != rhs.IsLinear) { return false; } // For linear textures, gob block sizes are ignored. // For block linear textures, the stride is ignored. if (rhs.IsLinear) { return lhs.Stride == rhs.Stride; } else { return lhs.GobBlocksInY == rhs.GobBlocksInY && lhs.GobBlocksInZ == rhs.GobBlocksInZ; } } /// /// Checks if the view sizes of a two given texture informations match. /// /// Texture information of the texture view /// Texture information of the texture view to match against /// Mipmap level of the texture view in relation to this texture /// True to check for copy compatibility rather than view compatibility /// True if the sizes are compatible, false otherwise public static bool ViewSizeMatches(TextureInfo lhs, TextureInfo rhs, int level, bool isCopy) { Size size = GetAlignedSize(lhs, level); Size otherSize = GetAlignedSize(rhs); // For copies, we can copy a subset of the 3D texture slices, // so the depth may be different in this case. if (!isCopy && rhs.Target == Target.Texture3D && size.Depth != otherSize.Depth) { return false; } return size.Width == otherSize.Width && size.Height == otherSize.Height; } /// /// Checks if the texture sizes of the supplied texture informations match. /// /// Texture information to compare /// Texture information to compare with /// True if the size matches, false otherwise public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs) { return SizeMatches(lhs, rhs, alignSizes: false); } /// /// Checks if the texture sizes of the supplied texture informations match the given level /// /// Texture information to compare /// Texture information to compare with /// Mipmap level of this texture to compare with /// True if the size matches with the level, false otherwise public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, int level) { return Math.Max(1, lhs.Width >> level) == rhs.Width && Math.Max(1, lhs.Height >> level) == rhs.Height && Math.Max(1, lhs.GetDepth() >> level) == rhs.GetDepth(); } /// /// Checks if the texture sizes of the supplied texture informations match. /// /// Texture information to compare /// Texture information to compare with /// True to align the sizes according to the texture layout for comparison /// True if the sizes matches, false otherwise private static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, bool alignSizes) { if (lhs.GetLayers() != rhs.GetLayers()) { return false; } if (alignSizes) { Size size0 = GetAlignedSize(lhs); Size size1 = GetAlignedSize(rhs); return size0.Width == size1.Width && size0.Height == size1.Height && size0.Depth == size1.Depth; } else { return lhs.Width == rhs.Width && lhs.Height == rhs.Height && lhs.GetDepth() == rhs.GetDepth(); } } /// /// Gets the aligned sizes of the specified texture information. /// The alignment depends on the texture layout and format bytes per pixel. /// /// Texture information to calculate the aligned size from /// Mipmap level for texture views /// The aligned texture size public static Size GetAlignedSize(TextureInfo info, int level = 0) { int width = Math.Max(1, info.Width >> level); int height = Math.Max(1, info.Height >> level); if (info.IsLinear) { return SizeCalculator.GetLinearAlignedSize( width, height, info.FormatInfo.BlockWidth, info.FormatInfo.BlockHeight, info.FormatInfo.BytesPerPixel); } else { int depth = Math.Max(1, info.GetDepth() >> level); return SizeCalculator.GetBlockLinearAlignedSize( width, height, depth, info.FormatInfo.BlockWidth, info.FormatInfo.BlockHeight, info.FormatInfo.BytesPerPixel, info.GobBlocksInY, info.GobBlocksInZ, info.GobBlocksInTileX); } } /// /// Check if it's possible to create a view with the layout of the second texture information from the first. /// The layout information is composed of the Stride for linear textures, or GOB block size /// for block linear textures. /// /// Texture information of the texture view /// Texture information of the texture view to compare against /// Start level of the texture view, in relation with the first texture /// True if the layout is compatible, false otherwise public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int level) { if (lhs.IsLinear != rhs.IsLinear) { return false; } // For linear textures, gob block sizes are ignored. // For block linear textures, the stride is ignored. if (rhs.IsLinear) { int width = Math.Max(1, lhs.Width >> level); int stride = width * lhs.FormatInfo.BytesPerPixel; stride = BitUtils.AlignUp(stride, 32); return stride == rhs.Stride; } else { int height = Math.Max(1, lhs.Height >> level); int depth = Math.Max(1, lhs.GetDepth() >> level); (int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes( height, depth, lhs.FormatInfo.BlockHeight, lhs.GobBlocksInY, lhs.GobBlocksInZ); return gobBlocksInY == rhs.GobBlocksInY && gobBlocksInZ == rhs.GobBlocksInZ; } } /// /// Checks if the view format of the first texture format is compatible with the format of the second. /// In general, the formats are considered compatible if the bytes per pixel values are equal, /// but there are more complex rules for some formats, like compressed or depth-stencil formats. /// This follows the host API copy compatibility rules. /// /// Texture information of the texture view /// Texture information of the texture view /// True if the formats are compatible, false otherwise public static bool ViewFormatCompatible(TextureInfo lhs, TextureInfo rhs) { return FormatCompatible(lhs.FormatInfo, rhs.FormatInfo); } /// /// Check if the target of the first texture view information is compatible with the target of the second texture view information. /// This follows the host API target compatibility rules. /// /// Texture information of the texture viewTexture information of the texture view /// True to check for copy rather than view compatibility /// True if the targets are compatible, false otherwise public static bool ViewTargetCompatible(TextureInfo lhs, TextureInfo rhs, bool isCopy) { switch (lhs.Target) { case Target.Texture1D: case Target.Texture1DArray: return rhs.Target == Target.Texture1D || rhs.Target == Target.Texture1DArray; case Target.Texture2D: return rhs.Target == Target.Texture2D || rhs.Target == Target.Texture2DArray; case Target.Texture2DArray: case Target.Cubemap: case Target.CubemapArray: return rhs.Target == Target.Texture2D || rhs.Target == Target.Texture2DArray || rhs.Target == Target.Cubemap || rhs.Target == Target.CubemapArray; case Target.Texture2DMultisample: case Target.Texture2DMultisampleArray: return rhs.Target == Target.Texture2DMultisample || rhs.Target == Target.Texture2DMultisampleArray; case Target.Texture3D: return rhs.Target == Target.Texture3D || (rhs.Target == Target.Texture2D && isCopy); } return false; } /// /// Checks if the texture shader sampling parameters of two texture informations match. /// /// Texture information to compare /// Texture information to compare with /// True if the texture shader sampling parameters matches, false otherwise public static bool SamplerParamsMatches(TextureInfo lhs, TextureInfo rhs) { return lhs.DepthStencilMode == rhs.DepthStencilMode && lhs.SwizzleR == rhs.SwizzleR && lhs.SwizzleG == rhs.SwizzleG && lhs.SwizzleB == rhs.SwizzleB && lhs.SwizzleA == rhs.SwizzleA; } /// /// Check if the texture target and samples count (for multisampled textures) matches. /// /// Texture information to compare with /// Texture information to compare with /// True if the texture target and samples count matches, false otherwise public static bool TargetAndSamplesCompatible(TextureInfo lhs, TextureInfo rhs) { return lhs.Target == rhs.Target && lhs.SamplesInX == rhs.SamplesInX && lhs.SamplesInY == rhs.SamplesInY; } /// /// Gets the texture format class, for compressed textures, or Unclassified otherwise. /// /// The format /// Format class private static FormatClass GetFormatClass(Format format) { switch (format) { case Format.Bc1RgbSrgb: case Format.Bc1RgbUnorm: return FormatClass.Bc1Rgb; case Format.Bc1RgbaSrgb: case Format.Bc1RgbaUnorm: return FormatClass.Bc1Rgba; case Format.Bc2Srgb: case Format.Bc2Unorm: return FormatClass.Bc2; case Format.Bc3Srgb: case Format.Bc3Unorm: return FormatClass.Bc3; case Format.Bc4Snorm: case Format.Bc4Unorm: return FormatClass.Bc4; case Format.Bc5Snorm: case Format.Bc5Unorm: return FormatClass.Bc5; case Format.Bc6HSfloat: case Format.Bc6HUfloat: return FormatClass.Bc6; case Format.Bc7Srgb: case Format.Bc7Unorm: return FormatClass.Bc7; } return FormatClass.Unclassified; } /// /// Checks if the format is a depth-stencil texture format. /// /// Format to check /// True if the format is a depth-stencil format (including depth only), false otherwise private static bool IsDsFormat(Format format) { switch (format) { case Format.D16Unorm: case Format.D24X8Unorm: case Format.D24UnormS8Uint: case Format.D32Float: case Format.D32FloatS8Uint: case Format.S8Uint: return true; } return false; } } }