b530f0e110
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
469 lines
16 KiB
C#
469 lines
16 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureCopy : IDisposable
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{
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private readonly Renderer _renderer;
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private int _srcFramebuffer;
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private int _dstFramebuffer;
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private int _copyPboHandle;
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private int _copyPboSize;
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public TextureCopy(Renderer renderer)
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{
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_renderer = renderer;
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}
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public void Copy(
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TextureView src,
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TextureView dst,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter)
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{
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TextureView srcConverted = src.Format.IsBgra8() != dst.Format.IsBgra8() ? BgraSwap(src) : src;
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
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int levels = Math.Min(src.Info.Levels, dst.Info.Levels);
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int layers = Math.Min(src.Info.GetLayers(), dst.Info.GetLayers());
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for (int level = 0; level < levels; level++)
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{
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for (int layer = 0; layer < layers; layer++)
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{
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if (layers > 1)
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{
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Attach(FramebufferTarget.ReadFramebuffer, src.Format, srcConverted.Handle, level, layer);
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Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle, level, layer);
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}
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else
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{
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Attach(FramebufferTarget.ReadFramebuffer, src.Format, srcConverted.Handle, level);
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Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle, level);
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}
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ClearBufferMask mask = GetMask(src.Format);
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if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
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{
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linearFilter = false;
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}
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BlitFramebufferFilter filter = linearFilter
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? BlitFramebufferFilter.Linear
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: BlitFramebufferFilter.Nearest;
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.BlitFramebuffer(
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srcRegion.X1,
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srcRegion.Y1,
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srcRegion.X2,
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srcRegion.Y2,
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dstRegion.X1,
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dstRegion.Y1,
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dstRegion.X2,
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dstRegion.Y2,
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mask,
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filter);
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}
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if (level < levels - 1)
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{
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srcRegion = srcRegion.Reduce(1);
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dstRegion = dstRegion.Reduce(1);
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}
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}
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Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
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Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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if (srcConverted != src)
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{
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srcConverted.Dispose();
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}
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}
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public void CopyUnscaled(
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ITextureInfo src,
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ITextureInfo dst,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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int dstLevel)
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{
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TextureCreateInfo srcInfo = src.Info;
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TextureCreateInfo dstInfo = dst.Info;
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int srcDepth = srcInfo.GetDepthOrLayers();
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int srcLevels = srcInfo.Levels;
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int dstDepth = dstInfo.GetDepthOrLayers();
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int dstLevels = dstInfo.Levels;
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if (dstInfo.Target == Target.Texture3D)
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{
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dstDepth = Math.Max(1, dstDepth >> dstLevel);
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}
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int depth = Math.Min(srcDepth, dstDepth);
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int levels = Math.Min(srcLevels, dstLevels);
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CopyUnscaled(src, dst, srcLayer, dstLayer, srcLevel, dstLevel, depth, levels);
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}
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public void CopyUnscaled(
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ITextureInfo src,
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ITextureInfo dst,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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int dstLevel,
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int depth,
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int levels)
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{
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TextureCreateInfo srcInfo = src.Info;
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TextureCreateInfo dstInfo = dst.Info;
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int srcHandle = src.Handle;
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int dstHandle = dst.Handle;
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int srcWidth = srcInfo.Width;
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int srcHeight = srcInfo.Height;
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int dstWidth = dstInfo.Width;
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int dstHeight = dstInfo.Height;
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srcWidth = Math.Max(1, srcWidth >> srcLevel);
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srcHeight = Math.Max(1, srcHeight >> srcLevel);
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dstWidth = Math.Max(1, dstWidth >> dstLevel);
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dstHeight = Math.Max(1, dstHeight >> dstLevel);
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int blockWidth = 1;
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int blockHeight = 1;
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bool sizeInBlocks = false;
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// When copying from a compressed to a non-compressed format,
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// the non-compressed texture will have the size of the texture
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// in blocks (not in texels), so we must adjust that size to
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// match the size in texels of the compressed texture.
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if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
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{
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srcWidth *= dstInfo.BlockWidth;
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srcHeight *= dstInfo.BlockHeight;
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blockWidth = dstInfo.BlockWidth;
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blockHeight = dstInfo.BlockHeight;
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sizeInBlocks = true;
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}
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else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
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{
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dstWidth *= srcInfo.BlockWidth;
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dstHeight *= srcInfo.BlockHeight;
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blockWidth = srcInfo.BlockWidth;
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blockHeight = srcInfo.BlockHeight;
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}
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int width = Math.Min(srcWidth, dstWidth);
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int height = Math.Min(srcHeight, dstHeight);
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for (int level = 0; level < levels; level++)
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{
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// Stop copy if we are already out of the levels range.
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if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
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{
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break;
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}
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if ((width % blockWidth != 0 || height % blockHeight != 0) && src is TextureView srcView && dst is TextureView dstView)
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{
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PboCopy(srcView, dstView, srcLayer, dstLayer, srcLevel + level, dstLevel + level, width, height);
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}
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else
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{
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int copyWidth = sizeInBlocks ? BitUtils.DivRoundUp(width, blockWidth) : width;
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int copyHeight = sizeInBlocks ? BitUtils.DivRoundUp(height, blockHeight) : height;
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GL.CopyImageSubData(
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srcHandle,
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srcInfo.Target.ConvertToImageTarget(),
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srcLevel + level,
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0,
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0,
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srcLayer,
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dstHandle,
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dstInfo.Target.ConvertToImageTarget(),
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dstLevel + level,
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0,
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0,
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dstLayer,
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copyWidth,
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copyHeight,
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depth);
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}
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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if (srcInfo.Target == Target.Texture3D)
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{
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depth = Math.Max(1, depth >> 1);
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}
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}
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}
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private static FramebufferAttachment AttachmentForFormat(Format format)
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{
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if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
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{
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return FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnly(format))
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{
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return FramebufferAttachment.DepthAttachment;
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}
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else if (format == Format.S8Uint)
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{
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return FramebufferAttachment.StencilAttachment;
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}
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else
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{
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return FramebufferAttachment.ColorAttachment0;
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}
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}
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private static void Attach(FramebufferTarget target, Format format, int handle, int level = 0)
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{
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FramebufferAttachment attachment = AttachmentForFormat(format);
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GL.FramebufferTexture(target, attachment, handle, level);
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}
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private static void Attach(FramebufferTarget target, Format format, int handle, int level, int layer)
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{
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FramebufferAttachment attachment = AttachmentForFormat(format);
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GL.FramebufferTextureLayer(target, attachment, handle, level, layer);
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}
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private static ClearBufferMask GetMask(Format format)
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{
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if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
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{
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return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
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}
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else if (IsDepthOnly(format))
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{
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return ClearBufferMask.DepthBufferBit;
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}
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else if (format == Format.S8Uint)
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{
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return ClearBufferMask.StencilBufferBit;
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}
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else
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{
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return ClearBufferMask.ColorBufferBit;
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}
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}
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private static bool IsDepthOnly(Format format)
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{
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return format == Format.D16Unorm ||
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format == Format.D24X8Unorm ||
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format == Format.D32Float;
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}
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public TextureView BgraSwap(TextureView from)
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{
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TextureView to = (TextureView)_renderer.CreateTexture(from.Info, from.ScaleFactor);
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EnsurePbo(from);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
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from.WriteToPbo(0, forceBgra: true);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
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to.ReadFromPbo(0, _copyPboSize);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
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return to;
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}
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private TextureView PboCopy(TextureView from, TextureView to, int srcLayer, int dstLayer, int srcLevel, int dstLevel, int width, int height)
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{
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int dstWidth = width;
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int dstHeight = height;
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// The size of the source texture.
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int unpackWidth = from.Width;
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int unpackHeight = from.Height;
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if (from.Info.IsCompressed != to.Info.IsCompressed)
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{
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if (from.Info.IsCompressed)
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{
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// Dest size is in pixels, but should be in blocks
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dstWidth = BitUtils.DivRoundUp(width, from.Info.BlockWidth);
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dstHeight = BitUtils.DivRoundUp(height, from.Info.BlockHeight);
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// When copying from a compressed texture, the source size must be taken in blocks for unpacking to the uncompressed block texture.
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unpackWidth = BitUtils.DivRoundUp(from.Info.Width, from.Info.BlockWidth);
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unpackHeight = BitUtils.DivRoundUp(from.Info.Height, from.Info.BlockHeight);
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}
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else
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{
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// When copying to a compressed texture, the source size must be scaled by the block width for unpacking on the compressed target.
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unpackWidth = from.Info.Width * to.Info.BlockWidth;
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unpackHeight = from.Info.Height * to.Info.BlockHeight;
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}
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}
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EnsurePbo(from);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
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// The source texture is written out in full, then the destination is taken as a slice from the data using unpack params.
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// The offset points to the base at which the requested layer is at.
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int offset = from.WriteToPbo2D(0, srcLayer, srcLevel);
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// If the destination size is not an exact match for the source unpack parameters, we need to set them to slice the data correctly.
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bool slice = (unpackWidth != dstWidth || unpackHeight != dstHeight);
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if (slice)
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{
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// Set unpack parameters to take a slice of width/height:
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GL.PixelStore(PixelStoreParameter.UnpackRowLength, unpackWidth);
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GL.PixelStore(PixelStoreParameter.UnpackImageHeight, unpackHeight);
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if (to.Info.IsCompressed)
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{
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, to.Info.BlockWidth);
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, to.Info.BlockHeight);
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 1);
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, to.Info.BytesPerPixel);
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}
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}
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
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to.ReadFromPbo2D(offset, dstLayer, dstLevel, dstWidth, dstHeight);
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if (slice)
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{
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// Reset unpack parameters
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GL.PixelStore(PixelStoreParameter.UnpackRowLength, 0);
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GL.PixelStore(PixelStoreParameter.UnpackImageHeight, 0);
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if (to.Info.IsCompressed)
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{
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, 0);
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, 0);
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 0);
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GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, 0);
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}
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}
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
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return to;
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}
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private void EnsurePbo(TextureView view)
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{
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int requiredSize = 0;
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for (int level = 0; level < view.Info.Levels; level++)
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{
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requiredSize += view.Info.GetMipSize(level);
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}
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if (_copyPboSize < requiredSize && _copyPboHandle != 0)
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{
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GL.DeleteBuffer(_copyPboHandle);
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_copyPboHandle = 0;
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}
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if (_copyPboHandle == 0)
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{
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_copyPboHandle = GL.GenBuffer();
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_copyPboSize = requiredSize;
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
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GL.BufferData(BufferTarget.PixelPackBuffer, requiredSize, IntPtr.Zero, BufferUsageHint.DynamicCopy);
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}
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}
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private int GetSrcFramebufferLazy()
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{
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if (_srcFramebuffer == 0)
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{
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_srcFramebuffer = GL.GenFramebuffer();
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}
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return _srcFramebuffer;
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}
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private int GetDstFramebufferLazy()
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{
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if (_dstFramebuffer == 0)
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{
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_dstFramebuffer = GL.GenFramebuffer();
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}
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return _dstFramebuffer;
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}
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public void Dispose()
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{
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if (_srcFramebuffer != 0)
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{
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GL.DeleteFramebuffer(_srcFramebuffer);
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_srcFramebuffer = 0;
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}
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if (_dstFramebuffer != 0)
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{
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GL.DeleteFramebuffer(_dstFramebuffer);
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_dstFramebuffer = 0;
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}
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if (_copyPboHandle != 0)
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{
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GL.DeleteBuffer(_copyPboHandle);
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_copyPboHandle = 0;
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}
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}
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}
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}
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