484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
112 lines
No EOL
4.9 KiB
C#
112 lines
No EOL
4.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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using Texture = Image.Texture;
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partial class Methods
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{
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/// <summary>
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/// Performs a texture to texture copy.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void CopyTexture(GpuState state, int argument)
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{
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var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
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var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);
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Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture);
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if (srcTexture == null)
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{
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return;
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}
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// When the source texture that was found has a depth format,
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// we must enforce the target texture also has a depth format,
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// as copies between depth and color formats are not allowed.
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if (srcTexture.Format == Format.D32Float)
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{
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dstCopyTexture.Format = RtFormat.D32Float;
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}
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, srcTexture.ScaleMode == Image.TextureScaleMode.Scaled);
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if (dstTexture == null)
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{
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return;
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}
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if (srcTexture.ScaleFactor != dstTexture.ScaleFactor)
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{
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srcTexture.PropagateScale(dstTexture);
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}
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var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);
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var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);
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int srcX1 = (int)(region.SrcXF >> 32);
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int srcY1 = (int)(region.SrcYF >> 32);
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int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32);
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int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);
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int dstX1 = region.DstX;
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int dstY1 = region.DstY;
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int dstX2 = region.DstX + region.DstWidth;
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int dstY2 = region.DstY + region.DstHeight;
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float scale = srcTexture.ScaleFactor; // src and dest scales are identical now.
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Extents2D srcRegion = new Extents2D(
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(int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)),
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(int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY)));
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Extents2D dstRegion = new Extents2D(
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(int)Math.Ceiling(scale * (dstX1 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (dstY1 / dstTexture.Info.SamplesInY)),
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(int)Math.Ceiling(scale * (dstX2 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (dstY2 / dstTexture.Info.SamplesInY)));
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bool linearFilter = control.UnpackLinearFilter();
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srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
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// For an out of bounds copy, we must ensure that the copy wraps to the next line,
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// so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
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// outside the bounds of the texture. We fill the destination with the first 32 pixels
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// of the next line on the source texture.
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// This can be emulated with 2 copies (the first copy handles the region inside the bounds,
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// the second handles the region outside of the bounds).
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// We must also extend the source texture by one line to ensure we can wrap on the last line.
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// This is required by the (guest) OpenGL driver.
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if (srcX2 / srcTexture.Info.SamplesInX > srcTexture.Info.Width)
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{
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srcCopyTexture.Height++;
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srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcTexture.ScaleMode == Image.TextureScaleMode.Scaled);
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if (srcTexture.ScaleFactor != dstTexture.ScaleFactor)
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{
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srcTexture.PropagateScale(dstTexture);
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}
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srcRegion = new Extents2D(
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(int)Math.Ceiling(scale * ((srcX1 / srcTexture.Info.SamplesInX) - srcTexture.Info.Width)),
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(int)Math.Ceiling(scale * ((srcY1 / srcTexture.Info.SamplesInY) + 1)),
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(int)Math.Ceiling(scale * ((srcX2 / srcTexture.Info.SamplesInX) - srcTexture.Info.Width)),
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(int)Math.Ceiling(scale * ((srcY2 / srcTexture.Info.SamplesInY) + 1)));
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srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
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}
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dstTexture.SignalModified();
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}
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}
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} |