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Fix DMA linear texture copy fast path (#3496)

* Fix DMA linear texture copy fast path

* Formatting
This commit is contained in:
gdkchan 2022-07-28 13:46:12 -03:00 committed by GitHub
parent 3c3bcd82fe
commit 37b6e081da
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 12 additions and 9 deletions

View file

@ -216,13 +216,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
{ {
var target = memoryManager.Physical.TextureCache.FindTexture( var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager, memoryManager,
dst,
dstGpuVa, dstGpuVa,
dstBpp, dstBpp,
dstStride, dstStride,
dst.Height,
xCount, xCount,
yCount, yCount,
dstLinear); dstLinear,
dst.MemoryLayout);
if (target != null) if (target != null)
{ {

View file

@ -900,23 +900,25 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null. /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
/// </summary> /// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param> /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="tex">The texture information</param>
/// <param name="gpuVa">GPU virtual address of the texture</param> /// <param name="gpuVa">GPU virtual address of the texture</param>
/// <param name="bpp">Bytes per pixel</param> /// <param name="bpp">Bytes per pixel</param>
/// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param> /// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param>
/// <param name="height">If <paramref name="linear"/> is false, should have the texture height, otherwise ignored</param>
/// <param name="xCount">Number of pixels to be copied per line</param> /// <param name="xCount">Number of pixels to be copied per line</param>
/// <param name="yCount">Number of lines to be copied</param> /// <param name="yCount">Number of lines to be copied</param>
/// <param name="linear">True if the texture has a linear layout, false otherwise</param> /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
/// <param name="memoryLayout">If <paramref name="linear"/> is false, should have the memory layout, otherwise ignored</param>
/// <returns>A matching texture, or null if there is no match</returns> /// <returns>A matching texture, or null if there is no match</returns>
public Texture FindTexture( public Texture FindTexture(
MemoryManager memoryManager, MemoryManager memoryManager,
DmaTexture tex,
ulong gpuVa, ulong gpuVa,
int bpp, int bpp,
int stride, int stride,
int height,
int xCount, int xCount,
int yCount, int yCount,
bool linear) bool linear,
MemoryLayout memoryLayout)
{ {
ulong address = memoryManager.Translate(gpuVa); ulong address = memoryManager.Translate(gpuVa);
@ -945,7 +947,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{ {
// Size is not available for linear textures. Use the stride and end of the copy region instead. // Size is not available for linear textures. Use the stride and end of the copy region instead.
match = texture.Info.IsLinear && texture.Info.Stride == stride && tex.RegionY + yCount <= texture.Info.Height; match = texture.Info.IsLinear && texture.Info.Stride == stride && yCount == texture.Info.Height;
} }
else else
{ {
@ -953,10 +955,10 @@ namespace Ryujinx.Graphics.Gpu.Image
// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison. // Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size. // Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height; bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
bool formatMatch = !texture.Info.IsLinear && bool formatMatch = !texture.Info.IsLinear &&
texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() && texture.Info.GobBlocksInY == memoryLayout.UnpackGobBlocksInY() &&
texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ(); texture.Info.GobBlocksInZ == memoryLayout.UnpackGobBlocksInZ();
match = sizeMatch && formatMatch; match = sizeMatch && formatMatch;
} }