ryujinx/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
riperiperi 6db16b4110
Only enumerate cached textures that are modified when flushing. (#918)
* Only enumarate cached textures that are modified when flushing, rather than all of them.

* Remove locking.

* Add missing clear.

* Remove texture from modified list when data is disposed.

In case the game does not call either flush method at any point.

* Add ReferenceEqualityComparer from jD for the HashSet
2020-02-07 08:49:26 +11:00

100 lines
3.9 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu.Engine
{
using Texture = Image.Texture;
partial class Methods
{
/// <summary>
/// Performs a texture to texture copy.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void CopyTexture(GpuState state, int argument)
{
var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);
Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture);
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.
if (srcTexture.Format == Format.D32Float)
{
dstCopyTexture.Format = RtFormat.D32Float;
}
Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture);
if (dstTexture == null)
{
return;
}
var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);
var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);
int srcX1 = (int)(region.SrcXF >> 32);
int srcY1 = (int)(region.SrcYF >> 32);
int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32);
int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);
int dstX1 = region.DstX;
int dstY1 = region.DstY;
int dstX2 = region.DstX + region.DstWidth;
int dstY2 = region.DstY + region.DstHeight;
Extents2D srcRegion = new Extents2D(
srcX1 / srcTexture.Info.SamplesInX,
srcY1 / srcTexture.Info.SamplesInY,
srcX2 / srcTexture.Info.SamplesInX,
srcY2 / srcTexture.Info.SamplesInY);
Extents2D dstRegion = new Extents2D(
dstX1 / dstTexture.Info.SamplesInX,
dstY1 / dstTexture.Info.SamplesInY,
dstX2 / dstTexture.Info.SamplesInX,
dstY2 / dstTexture.Info.SamplesInY);
bool linearFilter = control.UnpackLinearFilter();
srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
// 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 emulated with 2 copies (the first copy handles the region inside the bounds,
// the second handles the region outside of the bounds).
// We must also extend the source texture by one line to ensure we can wrap on the last line.
// This is required by the (guest) OpenGL driver.
if (srcRegion.X2 > srcTexture.Info.Width)
{
srcCopyTexture.Height++;
srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture);
srcRegion = new Extents2D(
srcRegion.X1 - srcTexture.Info.Width,
srcRegion.Y1 + 1,
srcRegion.X2 - srcTexture.Info.Width,
srcRegion.Y2 + 1);
srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
}
dstTexture.SignalModified();
}
}
}