mirror of
https://github.com/GreemDev/Ryujinx.git
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60f2198a1e
* Attempt to support deswizzle of sparse tiled textures * Use correct frame buffer and viewport sizes, started to clean up the copy engine * Correct texture width alignment * Use Scale/Translate registers to calculate viewport rect * Allow texture copy between frame buffers
165 lines
5.6 KiB
C#
165 lines
5.6 KiB
C#
using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using Ryujinx.HLE.Gpu.Memory;
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using System;
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namespace Ryujinx.HLE.Gpu.Texture
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{
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static class TextureHelper
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{
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public static ISwizzle GetSwizzle(TextureInfo Texture, int BlockWidth, int Bpp)
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{
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int Width = (Texture.Width + (BlockWidth - 1)) / BlockWidth;
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int AlignMask = Texture.TileWidth * (64 / Bpp) - 1;
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Width = (Width + AlignMask) & ~AlignMask;
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switch (Texture.Swizzle)
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{
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case TextureSwizzle._1dBuffer:
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case TextureSwizzle.Pitch:
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case TextureSwizzle.PitchColorKey:
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return new LinearSwizzle(Texture.Pitch, Bpp);
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case TextureSwizzle.BlockLinear:
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case TextureSwizzle.BlockLinearColorKey:
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return new BlockLinearSwizzle(Width, Bpp, Texture.BlockHeight);
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}
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throw new NotImplementedException(Texture.Swizzle.ToString());
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}
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public static int GetTextureSize(GalTexture Texture)
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{
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switch (Texture.Format)
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{
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case GalTextureFormat.R32G32B32A32:
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return Texture.Width * Texture.Height * 16;
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case GalTextureFormat.R16G16B16A16:
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return Texture.Width * Texture.Height * 8;
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case GalTextureFormat.A8B8G8R8:
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case GalTextureFormat.R32:
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case GalTextureFormat.ZF32:
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case GalTextureFormat.BF10GF11RF11:
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case GalTextureFormat.Z24S8:
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return Texture.Width * Texture.Height * 4;
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case GalTextureFormat.A1B5G5R5:
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case GalTextureFormat.B5G6R5:
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case GalTextureFormat.G8R8:
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case GalTextureFormat.R16:
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return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.R8:
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return Texture.Width * Texture.Height;
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case GalTextureFormat.BC1:
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case GalTextureFormat.BC4:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 8);
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}
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case GalTextureFormat.BC6H_SF16:
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case GalTextureFormat.BC6H_UF16:
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case GalTextureFormat.BC7U:
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case GalTextureFormat.BC2:
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case GalTextureFormat.BC3:
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case GalTextureFormat.BC5:
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case GalTextureFormat.Astc2D4x4:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 16);
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}
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case GalTextureFormat.Astc2D5x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 5, 5, 16);
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}
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case GalTextureFormat.Astc2D6x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 6, 6, 16);
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}
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case GalTextureFormat.Astc2D8x8:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 8, 16);
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}
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case GalTextureFormat.Astc2D10x10:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 10, 16);
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}
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case GalTextureFormat.Astc2D12x12:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 12, 12, 16);
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}
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case GalTextureFormat.Astc2D5x4:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 5, 4, 16);
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}
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case GalTextureFormat.Astc2D6x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 6, 5, 16);
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}
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case GalTextureFormat.Astc2D8x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 6, 16);
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}
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case GalTextureFormat.Astc2D10x8:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 8, 16);
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}
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case GalTextureFormat.Astc2D12x10:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 12, 10, 16);
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}
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case GalTextureFormat.Astc2D8x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 5, 16);
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}
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case GalTextureFormat.Astc2D10x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 5, 16);
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}
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case GalTextureFormat.Astc2D10x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 6, 16);
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}
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}
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throw new NotImplementedException(Texture.Format.ToString());
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}
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public static int CompressedTextureSize(int TextureWidth, int TextureHeight, int BlockWidth, int BlockHeight, int Bpb)
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{
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int W = (TextureWidth + (BlockWidth - 1)) / BlockWidth;
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int H = (TextureHeight + (BlockHeight - 1)) / BlockHeight;
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return W * H * Bpb;
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}
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public static (AMemory Memory, long Position) GetMemoryAndPosition(
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IAMemory Memory,
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long Position)
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{
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if (Memory is NvGpuVmm Vmm)
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{
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return (Vmm.Memory, Vmm.GetPhysicalAddress(Position));
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}
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return ((AMemory)Memory, Position);
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}
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}
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}
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