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When copying linear textures, DMA should ignore region X/Y (#3121)

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gdkchan 2022-02-16 07:13:45 -03:00 committed by GitHub
parent 8cc2479825
commit 7bfb5f79b8
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@ -85,9 +85,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
} }
int alignWidth = Constants.StrideAlignment / bpp; int alignWidth = Constants.StrideAlignment / bpp;
return tex.RegionX == 0 && return stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
tex.RegionY == 0 &&
stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
} }
else else
{ {
@ -161,6 +159,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize); var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize); var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
int srcRegionX = 0, srcRegionY = 0, dstRegionX = 0, dstRegionY = 0;
if (!srcLinear)
{
srcRegionX = src.RegionX;
srcRegionY = src.RegionY;
}
if (!dstLinear)
{
dstRegionX = dst.RegionX;
dstRegionY = dst.RegionY;
}
int srcStride = (int)_state.State.PitchIn; int srcStride = (int)_state.State.PitchIn;
int dstStride = (int)_state.State.PitchOut; int dstStride = (int)_state.State.PitchOut;
@ -182,8 +194,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
dst.MemoryLayout.UnpackGobBlocksInZ(), dst.MemoryLayout.UnpackGobBlocksInZ(),
dstBpp); dstBpp);
(int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(src.RegionX, src.RegionY, xCount, yCount); (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(srcRegionX, srcRegionY, xCount, yCount);
(int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dst.RegionX, dst.RegionY, xCount, yCount); (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dstRegionX, dstRegionY, xCount, yCount);
if (srcLinear && srcStride < 0) if (srcLinear && srcStride < 0)
{ {
@ -272,13 +284,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
for (int y = 0; y < yCount; y++) for (int y = 0; y < yCount; y++)
{ {
srcCalculator.SetY(src.RegionY + y); srcCalculator.SetY(srcRegionY + y);
dstCalculator.SetY(dst.RegionY + y); dstCalculator.SetY(dstRegionY + y);
for (int x = 0; x < xCount; x++) for (int x = 0; x < xCount; x++)
{ {
int srcOffset = srcCalculator.GetOffset(src.RegionX + x); int srcOffset = srcCalculator.GetOffset(srcRegionX + x);
int dstOffset = dstCalculator.GetOffset(dst.RegionX + x); int dstOffset = dstCalculator.GetOffset(dstRegionX + x);
*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset); *(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
} }