Enable copy dependency between RGBA8 and RGBA32 formats (#5943)

* Enable copy dependency between RGBA8 and RGBA32 formats

* Take packed flag into account for texture formats

* Account for widths not being a multiple of each other

* Don't try to alias depth textures as color, fix log condition

* PR feedback
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gdkchan 2023-11-19 15:27:34 -03:00 committed by GitHub
parent 0b58f46266
commit 70d65d3d8e
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3 changed files with 47 additions and 5 deletions

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@ -651,9 +651,35 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>True if the format is valid, false otherwise</returns> /// <returns>True if the format is valid, false otherwise</returns>
public static bool TryGetTextureFormat(uint encoded, bool isSrgb, out FormatInfo format) public static bool TryGetTextureFormat(uint encoded, bool isSrgb, out FormatInfo format)
{ {
encoded |= (isSrgb ? 1u << 19 : 0u); bool isPacked = (encoded & 0x80000000u) != 0;
if (isPacked)
{
encoded &= ~0x80000000u;
}
return _textureFormats.TryGetValue((TextureFormat)encoded, out format); encoded |= isSrgb ? 1u << 19 : 0u;
bool found = _textureFormats.TryGetValue((TextureFormat)encoded, out format);
if (found && isPacked && !format.Format.IsDepthOrStencil())
{
// If the packed flag is set, then the components of the pixel are tightly packed into the
// GPU registers on the shader.
// We can get the same behaviour by aliasing the texture as a format with the same amount of
// bytes per pixel, but only a single or the lowest possible number of components.
format = format.BytesPerPixel switch
{
1 => new FormatInfo(Format.R8Unorm, 1, 1, 1, 1),
2 => new FormatInfo(Format.R16Unorm, 1, 1, 2, 1),
4 => new FormatInfo(Format.R32Float, 1, 1, 4, 1),
8 => new FormatInfo(Format.R32G32Float, 1, 1, 8, 2),
16 => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4),
_ => format,
};
}
return found;
} }
/// <summary> /// <summary>

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@ -2,6 +2,8 @@ using Ryujinx.Common;
using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture; using Ryujinx.Graphics.Texture;
using System; using System;
using System.Diagnostics;
using System.Numerics;
namespace Ryujinx.Graphics.Gpu.Image namespace Ryujinx.Graphics.Gpu.Image
{ {
@ -339,7 +341,20 @@ namespace Ryujinx.Graphics.Gpu.Image
if (lhs.FormatInfo.BytesPerPixel != rhs.FormatInfo.BytesPerPixel && IsIncompatibleFormatAliasingAllowed(lhs.FormatInfo, rhs.FormatInfo)) if (lhs.FormatInfo.BytesPerPixel != rhs.FormatInfo.BytesPerPixel && IsIncompatibleFormatAliasingAllowed(lhs.FormatInfo, rhs.FormatInfo))
{ {
alignedWidthMatches = lhsSize.Width * lhs.FormatInfo.BytesPerPixel == rhsSize.Width * rhs.FormatInfo.BytesPerPixel; // If the formats are incompatible, but the texture strides match,
// we might allow them to be copy compatible depending on the format.
// The strides are aligned because the format with higher bytes per pixel
// might need a bit of padding at the end due to one width not being a multiple of the other.
Debug.Assert((1 << BitOperations.Log2((uint)lhs.FormatInfo.BytesPerPixel)) == lhs.FormatInfo.BytesPerPixel);
Debug.Assert((1 << BitOperations.Log2((uint)rhs.FormatInfo.BytesPerPixel)) == rhs.FormatInfo.BytesPerPixel);
int alignment = Math.Max(lhs.FormatInfo.BytesPerPixel, rhs.FormatInfo.BytesPerPixel);
int lhsStride = BitUtils.AlignUp(lhsSize.Width * lhs.FormatInfo.BytesPerPixel, alignment);
int rhsStride = BitUtils.AlignUp(rhsSize.Width * rhs.FormatInfo.BytesPerPixel, alignment);
alignedWidthMatches = lhsStride == rhsStride;
} }
TextureViewCompatibility result = TextureViewCompatibility.Full; TextureViewCompatibility result = TextureViewCompatibility.Full;
@ -718,7 +733,8 @@ namespace Ryujinx.Graphics.Gpu.Image
(lhsFormat, rhsFormat) = (rhsFormat, lhsFormat); (lhsFormat, rhsFormat) = (rhsFormat, lhsFormat);
} }
return lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm; return (lhsFormat.Format == Format.R8G8B8A8Unorm && rhsFormat.Format == Format.R32G32B32A32Float) ||
(lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm);
} }
/// <summary> /// <summary>

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@ -430,7 +430,7 @@ namespace Ryujinx.Graphics.Gpu.Image
if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo)) if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
{ {
if (gpuVa != 0 && (int)format > 0) if (gpuVa != 0 && format != 0)
{ {
Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb})."); Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
} }