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![riperiperi](/assets/img/avatar_default.png)
* 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
100 lines
3.9 KiB
C#
100 lines
3.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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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);
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if (dstTexture == null)
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{
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return;
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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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Extents2D srcRegion = new Extents2D(
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srcX1 / srcTexture.Info.SamplesInX,
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srcY1 / srcTexture.Info.SamplesInY,
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srcX2 / srcTexture.Info.SamplesInX,
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srcY2 / srcTexture.Info.SamplesInY);
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Extents2D dstRegion = new Extents2D(
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dstX1 / dstTexture.Info.SamplesInX,
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dstY1 / dstTexture.Info.SamplesInY,
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dstX2 / dstTexture.Info.SamplesInX,
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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 (srcRegion.X2 > srcTexture.Info.Width)
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{
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srcCopyTexture.Height++;
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srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture);
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srcRegion = new Extents2D(
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srcRegion.X1 - srcTexture.Info.Width,
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srcRegion.Y1 + 1,
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srcRegion.X2 - srcTexture.Info.Width,
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srcRegion.Y2 + 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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} |