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authorriperiperi <rhy3756547@hotmail.com>2021-03-02 22:30:54 +0000
committerGitHub <noreply@github.com>2021-03-02 19:30:54 -0300
commitb530f0e1104723b894695b2860cf0f568f24cc9a (patch)
tree04f6b7d76d334ddc5c0378f6aa00b98739bc793e /Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
parent7a90abc03555f41ba7589bc8e1f714839f9e2fed (diff)
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* 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.
Diffstat (limited to 'Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs41
1 files changed, 30 insertions, 11 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs b/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
index 20a3b914..b27403b2 100644
--- a/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
+++ b/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
@@ -115,18 +115,44 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureCreateInfo srcInfo = src.Info;
TextureCreateInfo dstInfo = dst.Info;
+ int srcDepth = srcInfo.GetDepthOrLayers();
+ int srcLevels = srcInfo.Levels;
+
+ int dstDepth = dstInfo.GetDepthOrLayers();
+ int dstLevels = dstInfo.Levels;
+
+ if (dstInfo.Target == Target.Texture3D)
+ {
+ dstDepth = Math.Max(1, dstDepth >> dstLevel);
+ }
+
+ int depth = Math.Min(srcDepth, dstDepth);
+ int levels = Math.Min(srcLevels, dstLevels);
+
+ CopyUnscaled(src, dst, srcLayer, dstLayer, srcLevel, dstLevel, depth, levels);
+ }
+
+ public void CopyUnscaled(
+ ITextureInfo src,
+ ITextureInfo dst,
+ int srcLayer,
+ int dstLayer,
+ int srcLevel,
+ int dstLevel,
+ int depth,
+ int levels)
+ {
+ TextureCreateInfo srcInfo = src.Info;
+ TextureCreateInfo dstInfo = dst.Info;
+
int srcHandle = src.Handle;
int dstHandle = dst.Handle;
int srcWidth = srcInfo.Width;
int srcHeight = srcInfo.Height;
- int srcDepth = srcInfo.GetDepthOrLayers();
- int srcLevels = srcInfo.Levels;
int dstWidth = dstInfo.Width;
int dstHeight = dstInfo.Height;
- int dstDepth = dstInfo.GetDepthOrLayers();
- int dstLevels = dstInfo.Levels;
srcWidth = Math.Max(1, srcWidth >> srcLevel);
srcHeight = Math.Max(1, srcHeight >> srcLevel);
@@ -134,11 +160,6 @@ namespace Ryujinx.Graphics.OpenGL.Image
dstWidth = Math.Max(1, dstWidth >> dstLevel);
dstHeight = Math.Max(1, dstHeight >> dstLevel);
- if (dstInfo.Target == Target.Texture3D)
- {
- dstDepth = Math.Max(1, dstDepth >> dstLevel);
- }
-
int blockWidth = 1;
int blockHeight = 1;
bool sizeInBlocks = false;
@@ -166,8 +187,6 @@ namespace Ryujinx.Graphics.OpenGL.Image
int width = Math.Min(srcWidth, dstWidth);
int height = Math.Min(srcHeight, dstHeight);
- int depth = Math.Min(srcDepth, dstDepth);
- int levels = Math.Min(srcLevels, dstLevels);
for (int level = 0; level < levels; level++)
{