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Fix depth stencil formats copy by matching equivalent color formats (#1198)
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@ -667,7 +667,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>True if the textures are strictly equal or similar, false otherwise</returns>
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public bool IsPerfectMatch(TextureInfo info, TextureSearchFlags flags)
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{
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if (!FormatMatches(info, (flags & TextureSearchFlags.Strict) != 0))
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if (!FormatMatches(info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0))
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{
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return false;
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}
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@ -682,7 +682,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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return false;
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}
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if ((flags & TextureSearchFlags.Sampler) != 0)
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if ((flags & TextureSearchFlags.ForSampler) != 0 || (flags & TextureSearchFlags.Strict) != 0)
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{
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if (!SamplerParamsMatches(info))
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{
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@ -690,7 +690,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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if ((flags & TextureSearchFlags.IgnoreMs) != 0)
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if ((flags & TextureSearchFlags.ForCopy) != 0)
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{
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bool msTargetCompatible = Info.Target == Target.Texture2DMultisample && info.Target == Target.Texture2D;
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@ -711,17 +711,39 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Checks if the texture format matches with the specified texture information.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <param name="strict">True to perform a strict comparison (formats must be exactly equal)</param>
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/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
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/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
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/// <returns>True if the format matches, with the given comparison rules</returns>
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private bool FormatMatches(TextureInfo info, bool strict)
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private bool FormatMatches(TextureInfo info, bool forSampler, bool forCopy)
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{
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// D32F and R32F texture have the same representation internally,
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// however the R32F format is used to sample from depth textures.
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if (Info.FormatInfo.Format == Format.D32Float && info.FormatInfo.Format == Format.R32Float && !strict)
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if (Info.FormatInfo.Format == Format.D32Float && info.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
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{
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return true;
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}
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if (forCopy)
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{
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// The 2D engine does not support depth-stencil formats, so it will instead
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// use equivalent color formats. We must also consider them as compatible.
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if (Info.FormatInfo.Format == Format.S8Uint && info.FormatInfo.Format == Format.R8Unorm)
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{
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return true;
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}
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if (Info.FormatInfo.Format == Format.D16Unorm && info.FormatInfo.Format == Format.R16Unorm)
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{
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return true;
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}
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if ((Info.FormatInfo.Format == Format.D24UnormS8Uint ||
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Info.FormatInfo.Format == Format.D24X8Unorm) && info.FormatInfo.Format == Format.B8G8R8A8Unorm)
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{
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return true;
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}
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}
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return Info.FormatInfo.Format == info.FormatInfo.Format;
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}
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@ -189,7 +189,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
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/// and propagate blacklisted status from one texture to the ones bound with it.
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/// </summary>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetScale(int singleUse)
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{
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// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
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@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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Target.Texture2D,
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formatInfo);
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TextureSearchFlags flags = TextureSearchFlags.IgnoreMs;
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TextureSearchFlags flags = TextureSearchFlags.ForCopy;
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if (preferScaling)
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{
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@ -608,7 +608,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
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bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
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bool isScalable = IsUpscaleCompatible(info);
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@ -737,7 +737,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture.ScaleFactor != overlap.ScaleFactor)
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{
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// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
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// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
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// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
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texture.PropagateScale(overlap);
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@ -59,7 +59,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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return null;
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}
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texture = Context.Methods.TextureManager.FindOrCreateTexture(info, TextureSearchFlags.Sampler);
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texture = Context.Methods.TextureManager.FindOrCreateTexture(info, TextureSearchFlags.ForSampler);
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texture.IncrementReferenceCount();
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@ -8,10 +8,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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[Flags]
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enum TextureSearchFlags
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{
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None = 0,
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IgnoreMs = 1 << 0,
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Strict = 1 << 1 | Sampler,
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Sampler = 1 << 2,
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None = 0,
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Strict = 1 << 0,
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ForSampler = 1 << 1,
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ForCopy = 1 << 2,
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WithUpscale = 1 << 3
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}
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}
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