using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.State; namespace Ryujinx.Graphics.Gpu.Engine { using Texture = Image.Texture; partial class Methods { private void CopyTexture(GpuState state, int argument) { var dstCopyTexture = state.Get(MethodOffset.CopyDstTexture); var srcCopyTexture = state.Get(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(MethodOffset.CopyTextureControl); var region = state.Get(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.Modified = true; } } }