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https://github.com/Ryujinx-NX/Ryujinx.git
synced 2024-11-14 21:17:43 -07:00
* Texture Compatibility Check methods need to be centralized #1475 * Fix spacing * Fix spacing * Undo removal of .ToString() * Move isPerfectMatch back to Texture.cs Rename parameters in TextureCompatibility.cs for consistency * Add switch from 1474 to TextureCompatibility as requested by mageven. * Actually add TextureCompatibility changes to the PR (Add DeriveDepthFormat method) * Alignment corrections + Derive method signature adjustment. * Removed empty line as erquested * Remove empty lines * Remove blank lines, fix alignment * Fix alignment * Remove emtpy line
This commit is contained in:
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@ -1,4 +1,5 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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@ -28,16 +29,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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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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dstCopyTexture.Format = srcTexture.Format switch
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{
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Format.S8Uint => RtFormat.S8Uint,
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Format.D16Unorm => RtFormat.D16Unorm,
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Format.D24X8Unorm => RtFormat.D24Unorm,
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Format.D32Float => RtFormat.D32Float,
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Format.D24UnormS8Uint => RtFormat.D24UnormS8Uint,
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Format.D32FloatS8Uint => RtFormat.D32FloatS8Uint,
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_ => dstCopyTexture.Format
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};
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dstCopyTexture.Format = TextureCompatibility.DeriveDepthFormat(dstCopyTexture.Format, srcTexture.Format);
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, srcTexture.ScaleMode == Image.TextureScaleMode.Scaled);
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@ -659,32 +659,31 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Performs a comparison of this texture information, with the specified texture information.
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/// This performs a strict comparison, used to check if two textures are equal.
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/// This performs a strict comparison, used to check if this texture is equal to the one supplied.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <param name="info">Texture information to compare against</param>
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/// <param name="flags">Comparison flags</param>
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/// <returns>True if the textures are strictly equal or similar, false otherwise</returns>
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public bool IsPerfectMatch(TextureInfo info, TextureSearchFlags flags)
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{
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if (!FormatMatches(info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0))
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if (!TextureCompatibility.FormatMatches(Info, info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0))
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{
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return false;
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}
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if (!LayoutMatches(info))
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if (!TextureCompatibility.LayoutMatches(Info, info))
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{
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return false;
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}
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if (!SizeMatches(info, (flags & TextureSearchFlags.Strict) == 0))
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if (!TextureCompatibility.SizeMatches(Info, info))
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{
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return false;
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}
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if ((flags & TextureSearchFlags.ForSampler) != 0 || (flags & TextureSearchFlags.Strict) != 0)
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{
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if (!SamplerParamsMatches(info))
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if (!TextureCompatibility.SamplerParamsMatches(Info, info))
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{
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return false;
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}
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@ -694,12 +693,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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bool msTargetCompatible = Info.Target == Target.Texture2DMultisample && info.Target == Target.Texture2D;
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if (!msTargetCompatible && !TargetAndSamplesCompatible(info))
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if (!msTargetCompatible && !TextureCompatibility.TargetAndSamplesCompatible(Info, info))
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{
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return false;
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}
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}
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else if (!TargetAndSamplesCompatible(info))
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else if (!TextureCompatibility.TargetAndSamplesCompatible(Info, info))
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{
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return false;
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}
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@ -707,153 +706,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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return Info.Address == info.Address && Info.Levels == info.Levels;
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}
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/// <summary>
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/// Checks if the texture format matches with the specified texture information.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
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/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
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/// <returns>True if the format matches, with the given comparison rules</returns>
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private bool FormatMatches(TextureInfo info, bool forSampler, bool forCopy)
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{
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// D32F and R32F texture have the same representation internally,
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// however the R32F format is used to sample from depth textures.
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if (Info.FormatInfo.Format == Format.D32Float && info.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
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{
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return true;
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}
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if (forCopy)
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{
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// The 2D engine does not support depth-stencil formats, so it will instead
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// use equivalent color formats. We must also consider them as compatible.
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if (Info.FormatInfo.Format == Format.S8Uint && info.FormatInfo.Format == Format.R8Unorm)
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{
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return true;
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}
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if (Info.FormatInfo.Format == Format.D16Unorm && info.FormatInfo.Format == Format.R16Unorm)
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{
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return true;
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}
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if ((Info.FormatInfo.Format == Format.D24UnormS8Uint ||
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Info.FormatInfo.Format == Format.D24X8Unorm) && info.FormatInfo.Format == Format.B8G8R8A8Unorm)
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{
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return true;
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}
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}
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return Info.FormatInfo.Format == info.FormatInfo.Format;
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}
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/// <summary>
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/// Checks if the texture layout specified matches with this texture layout.
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/// The layout information is composed of the Stride for linear textures, or GOB block size
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/// for block linear textures.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <returns>True if the layout matches, false otherwise</returns>
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private bool LayoutMatches(TextureInfo info)
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{
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if (Info.IsLinear != info.IsLinear)
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{
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return false;
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}
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// For linear textures, gob block sizes are ignored.
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// For block linear textures, the stride is ignored.
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if (info.IsLinear)
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{
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return Info.Stride == info.Stride;
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}
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else
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{
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return Info.GobBlocksInY == info.GobBlocksInY &&
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Info.GobBlocksInZ == info.GobBlocksInZ;
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}
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}
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/// <summary>
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/// Checks if the texture sizes of the supplied texture information matches this texture.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <returns>True if the size matches, false otherwise</returns>
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public bool SizeMatches(TextureInfo info)
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{
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return SizeMatches(info, alignSizes: false);
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}
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/// <summary>
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/// Checks if the texture sizes of the supplied texture information matches the given level of
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/// this texture.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <param name="level">Mipmap level of this texture to compare with</param>
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/// <returns>True if the size matches with the level, false otherwise</returns>
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public bool SizeMatches(TextureInfo info, int level)
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{
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return Math.Max(1, Info.Width >> level) == info.Width &&
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Math.Max(1, Info.Height >> level) == info.Height &&
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Math.Max(1, Info.GetDepth() >> level) == info.GetDepth();
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}
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/// <summary>
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/// Checks if the texture sizes of the supplied texture information matches this texture.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <param name="alignSizes">True to align the sizes according to the texture layout for comparison</param>
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/// <returns>True if the sizes matches, false otherwise</returns>
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private bool SizeMatches(TextureInfo info, bool alignSizes)
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{
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if (Info.GetLayers() != info.GetLayers())
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{
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return false;
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}
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if (alignSizes)
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{
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Size size0 = GetAlignedSize(Info);
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Size size1 = GetAlignedSize(info);
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return size0.Width == size1.Width &&
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size0.Height == size1.Height &&
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size0.Depth == size1.Depth;
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}
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else
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{
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return Info.Width == info.Width &&
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Info.Height == info.Height &&
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Info.GetDepth() == info.GetDepth();
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}
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}
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/// <summary>
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/// Checks if the texture shader sampling parameters matches.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <returns>True if the texture shader sampling parameters matches, false otherwise</returns>
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private bool SamplerParamsMatches(TextureInfo info)
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{
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return Info.DepthStencilMode == info.DepthStencilMode &&
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Info.SwizzleR == info.SwizzleR &&
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Info.SwizzleG == info.SwizzleG &&
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Info.SwizzleB == info.SwizzleB &&
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Info.SwizzleA == info.SwizzleA;
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}
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/// <summary>
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/// Check if the texture target and samples count (for multisampled textures) matches.
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/// </summary>
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/// <param name="info">Texture information to compare with</param>
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/// <returns>True if the texture target and samples count matches, false otherwise</returns>
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private bool TargetAndSamplesCompatible(TextureInfo info)
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{
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return Info.Target == info.Target &&
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Info.SamplesInX == info.SamplesInX &&
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Info.SamplesInY == info.SamplesInY;
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}
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/// <summary>
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/// Check if it's possible to create a view, with the given parameters, from this texture.
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/// </summary>
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@ -903,22 +755,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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return false;
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}
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if (!ViewLayoutCompatible(info, firstLevel))
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if (!TextureCompatibility.ViewLayoutCompatible(Info, info, firstLevel))
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{
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return false;
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}
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if (!ViewFormatCompatible(info))
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if (!TextureCompatibility.ViewFormatCompatible(Info, info))
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{
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return false;
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}
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if (!ViewSizeMatches(info, firstLevel, isCopy))
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if (!TextureCompatibility.ViewSizeMatches(Info, info, firstLevel, isCopy))
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{
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return false;
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}
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if (!ViewTargetCompatible(info, isCopy))
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if (!TextureCompatibility.ViewTargetCompatible(Info, info, isCopy))
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{
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return false;
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}
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@ -927,167 +779,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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Info.SamplesInY == info.SamplesInY;
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}
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/// <summary>
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/// Check if it's possible to create a view with the specified layout.
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/// The layout information is composed of the Stride for linear textures, or GOB block size
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/// for block linear textures.
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/// </summary>
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/// <param name="info">Texture information of the texture view</param>
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/// <param name="level">Start level of the texture view, in relation with this texture</param>
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/// <returns>True if the layout is compatible, false otherwise</returns>
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private bool ViewLayoutCompatible(TextureInfo info, int level)
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{
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if (Info.IsLinear != info.IsLinear)
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{
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return false;
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}
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// For linear textures, gob block sizes are ignored.
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// For block linear textures, the stride is ignored.
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if (info.IsLinear)
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{
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int width = Math.Max(1, Info.Width >> level);
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int stride = width * Info.FormatInfo.BytesPerPixel;
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stride = BitUtils.AlignUp(stride, 32);
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return stride == info.Stride;
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}
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else
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{
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int height = Math.Max(1, Info.Height >> level);
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int depth = Math.Max(1, Info.GetDepth() >> level);
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(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
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height,
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depth,
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Info.FormatInfo.BlockHeight,
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Info.GobBlocksInY,
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Info.GobBlocksInZ);
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return gobBlocksInY == info.GobBlocksInY &&
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gobBlocksInZ == info.GobBlocksInZ;
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}
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}
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/// <summary>
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/// Checks if the view format is compatible with this texture format.
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/// In general, the formats are considered compatible if the bytes per pixel values are equal,
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/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
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/// This follows the host API copy compatibility rules.
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/// </summary>
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/// <param name="info">Texture information of the texture view</param>
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/// <returns>True if the formats are compatible, false otherwise</returns>
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private bool ViewFormatCompatible(TextureInfo info)
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{
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return TextureCompatibility.FormatCompatible(Info.FormatInfo, info.FormatInfo);
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}
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/// <summary>
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/// Checks if the size of a given texture view is compatible with this texture.
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/// </summary>
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/// <param name="info">Texture information of the texture view</param>
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/// <param name="level">Mipmap level of the texture view in relation to this texture</param>
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/// <param name="isCopy">True to check for copy compatibility rather than view compatibility</param>
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/// <returns>True if the sizes are compatible, false otherwise</returns>
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private bool ViewSizeMatches(TextureInfo info, int level, bool isCopy)
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{
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Size size = GetAlignedSize(Info, level);
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Size otherSize = GetAlignedSize(info);
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// For copies, we can copy a subset of the 3D texture slices,
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// so the depth may be different in this case.
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if (!isCopy && info.Target == Target.Texture3D && size.Depth != otherSize.Depth)
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{
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return false;
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}
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return size.Width == otherSize.Width &&
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size.Height == otherSize.Height;
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}
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/// <summary>
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/// Check if the target of the specified texture view information is compatible with this
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/// texture.
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/// This follows the host API target compatibility rules.
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/// </summary>
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/// <param name="info">Texture information of the texture view</param>
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/// <param name="isCopy">True to check for copy rather than view compatibility</param>
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/// <returns>True if the targets are compatible, false otherwise</returns>
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private bool ViewTargetCompatible(TextureInfo info, bool isCopy)
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{
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switch (Info.Target)
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{
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case Target.Texture1D:
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case Target.Texture1DArray:
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return info.Target == Target.Texture1D ||
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info.Target == Target.Texture1DArray;
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case Target.Texture2D:
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return info.Target == Target.Texture2D ||
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info.Target == Target.Texture2DArray;
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case Target.Texture2DArray:
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case Target.Cubemap:
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case Target.CubemapArray:
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return info.Target == Target.Texture2D ||
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info.Target == Target.Texture2DArray ||
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info.Target == Target.Cubemap ||
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info.Target == Target.CubemapArray;
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case Target.Texture2DMultisample:
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case Target.Texture2DMultisampleArray:
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return info.Target == Target.Texture2DMultisample ||
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info.Target == Target.Texture2DMultisampleArray;
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case Target.Texture3D:
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return info.Target == Target.Texture3D ||
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(info.Target == Target.Texture2D && isCopy);
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}
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return false;
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}
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/// <summary>
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/// Gets the aligned sizes of the specified texture information.
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/// The alignment depends on the texture layout and format bytes per pixel.
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/// </summary>
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/// <param name="info">Texture information to calculate the aligned size from</param>
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/// <param name="level">Mipmap level for texture views</param>
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/// <returns>The aligned texture size</returns>
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private static Size GetAlignedSize(TextureInfo info, int level = 0)
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{
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int width = Math.Max(1, info.Width >> level);
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int height = Math.Max(1, info.Height >> level);
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if (info.IsLinear)
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{
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return SizeCalculator.GetLinearAlignedSize(
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width,
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height,
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info.FormatInfo.BlockWidth,
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info.FormatInfo.BlockHeight,
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info.FormatInfo.BytesPerPixel);
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}
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else
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{
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int depth = Math.Max(1, info.GetDepth() >> level);
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return SizeCalculator.GetBlockLinearAlignedSize(
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width,
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height,
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depth,
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info.FormatInfo.BlockWidth,
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info.FormatInfo.BlockHeight,
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info.FormatInfo.BytesPerPixel,
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info.GobBlocksInY,
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info.GobBlocksInZ,
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info.GobBlocksInTileX);
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}
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}
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/// <summary>
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/// Gets a texture of the specified target type from this texture.
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/// This can be used to get an array texture from a non-array texture and vice-versa.
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@ -1,4 +1,8 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -22,6 +26,26 @@ namespace Ryujinx.Graphics.Gpu.Image
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Bc7
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}
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/// <summary>
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/// Finds the appropriate depth format for a copy texture if the source texture has a depth format.
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/// </summary>
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/// <param name="dstTextureFormat">Destination CopyTexture Format</param>
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/// <param name="srcTextureFormat">Source Texture Format</param>
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/// <returns>Derived RtFormat if srcTextureFormat is a depth format, otherwise return dstTextureFormat.</returns>
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public static RtFormat DeriveDepthFormat(RtFormat dstTextureFormat, Format srcTextureFormat)
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{
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return srcTextureFormat switch
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{
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Format.S8Uint => RtFormat.S8Uint,
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Format.D16Unorm => RtFormat.D16Unorm,
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Format.D24X8Unorm => RtFormat.D24Unorm,
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Format.D32Float => RtFormat.D32Float,
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Format.D24UnormS8Uint => RtFormat.D24UnormS8Uint,
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Format.D32FloatS8Uint => RtFormat.D32FloatS8Uint,
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_ => dstTextureFormat
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};
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}
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|
||||
/// <summary>
|
||||
/// Checks if two formats are compatible, according to the host API copy format compatibility rules.
|
||||
/// </summary>
|
||||
@ -53,6 +77,321 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture format matches with the specified texture information.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
|
||||
/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
|
||||
/// <returns>True if the format matches, with the given comparison rules</returns>
|
||||
public static bool FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
|
||||
{
|
||||
// D32F and R32F texture have the same representation internally,
|
||||
// however the R32F format is used to sample from depth textures.
|
||||
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (forCopy)
|
||||
{
|
||||
// The 2D engine does not support depth-stencil formats, so it will instead
|
||||
// use equivalent color formats. We must also consider them as compatible.
|
||||
if (lhs.FormatInfo.Format == Format.S8Uint && rhs.FormatInfo.Format == Format.R8Unorm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (lhs.FormatInfo.Format == Format.D16Unorm && rhs.FormatInfo.Format == Format.R16Unorm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((lhs.FormatInfo.Format == Format.D24UnormS8Uint ||
|
||||
lhs.FormatInfo.Format == Format.D24X8Unorm) && rhs.FormatInfo.Format == Format.B8G8R8A8Unorm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return lhs.FormatInfo.Format == rhs.FormatInfo.Format;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture layout specified matches with this texture layout.
|
||||
/// The layout information is composed of the Stride for linear textures, or GOB block size
|
||||
/// for block linear textures.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the layout matches, false otherwise</returns>
|
||||
public static bool LayoutMatches(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
if (lhs.IsLinear != rhs.IsLinear)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// For linear textures, gob block sizes are ignored.
|
||||
// For block linear textures, the stride is ignored.
|
||||
if (rhs.IsLinear)
|
||||
{
|
||||
return lhs.Stride == rhs.Stride;
|
||||
}
|
||||
else
|
||||
{
|
||||
return lhs.GobBlocksInY == rhs.GobBlocksInY &&
|
||||
lhs.GobBlocksInZ == rhs.GobBlocksInZ;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the view sizes of a two given texture informations match.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view to match against</param>
|
||||
/// <param name="level">Mipmap level of the texture view in relation to this texture</param>
|
||||
/// <param name="isCopy">True to check for copy compatibility rather than view compatibility</param>
|
||||
/// <returns>True if the sizes are compatible, false otherwise</returns>
|
||||
public static bool ViewSizeMatches(TextureInfo lhs, TextureInfo rhs, int level, bool isCopy)
|
||||
{
|
||||
Size size = GetAlignedSize(lhs, level);
|
||||
|
||||
Size otherSize = GetAlignedSize(rhs);
|
||||
|
||||
// For copies, we can copy a subset of the 3D texture slices,
|
||||
// so the depth may be different in this case.
|
||||
if (!isCopy && rhs.Target == Target.Texture3D && size.Depth != otherSize.Depth)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return size.Width == otherSize.Width &&
|
||||
size.Height == otherSize.Height;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture sizes of the supplied texture informations match.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the size matches, false otherwise</returns>
|
||||
public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
return SizeMatches(lhs, rhs, alignSizes: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture sizes of the supplied texture informations match the given level
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <param name="level">Mipmap level of this texture to compare with</param>
|
||||
/// <returns>True if the size matches with the level, false otherwise</returns>
|
||||
public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, int level)
|
||||
{
|
||||
return Math.Max(1, lhs.Width >> level) == rhs.Width &&
|
||||
Math.Max(1, lhs.Height >> level) == rhs.Height &&
|
||||
Math.Max(1, lhs.GetDepth() >> level) == rhs.GetDepth();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture sizes of the supplied texture informations match.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <param name="alignSizes">True to align the sizes according to the texture layout for comparison</param>
|
||||
/// <returns>True if the sizes matches, false otherwise</returns>
|
||||
private static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, bool alignSizes)
|
||||
{
|
||||
if (lhs.GetLayers() != rhs.GetLayers())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (alignSizes)
|
||||
{
|
||||
Size size0 = GetAlignedSize(lhs);
|
||||
Size size1 = GetAlignedSize(rhs);
|
||||
|
||||
return size0.Width == size1.Width &&
|
||||
size0.Height == size1.Height &&
|
||||
size0.Depth == size1.Depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
return lhs.Width == rhs.Width &&
|
||||
lhs.Height == rhs.Height &&
|
||||
lhs.GetDepth() == rhs.GetDepth();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the aligned sizes of the specified texture information.
|
||||
/// The alignment depends on the texture layout and format bytes per pixel.
|
||||
/// </summary>
|
||||
/// <param name="info">Texture information to calculate the aligned size from</param>
|
||||
/// <param name="level">Mipmap level for texture views</param>
|
||||
/// <returns>The aligned texture size</returns>
|
||||
public static Size GetAlignedSize(TextureInfo info, int level = 0)
|
||||
{
|
||||
int width = Math.Max(1, info.Width >> level);
|
||||
int height = Math.Max(1, info.Height >> level);
|
||||
|
||||
if (info.IsLinear)
|
||||
{
|
||||
return SizeCalculator.GetLinearAlignedSize(
|
||||
width,
|
||||
height,
|
||||
info.FormatInfo.BlockWidth,
|
||||
info.FormatInfo.BlockHeight,
|
||||
info.FormatInfo.BytesPerPixel);
|
||||
}
|
||||
else
|
||||
{
|
||||
int depth = Math.Max(1, info.GetDepth() >> level);
|
||||
|
||||
return SizeCalculator.GetBlockLinearAlignedSize(
|
||||
width,
|
||||
height,
|
||||
depth,
|
||||
info.FormatInfo.BlockWidth,
|
||||
info.FormatInfo.BlockHeight,
|
||||
info.FormatInfo.BytesPerPixel,
|
||||
info.GobBlocksInY,
|
||||
info.GobBlocksInZ,
|
||||
info.GobBlocksInTileX);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if it's possible to create a view with the layout of the second texture information from the first.
|
||||
/// The layout information is composed of the Stride for linear textures, or GOB block size
|
||||
/// for block linear textures.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view to compare against</param>
|
||||
/// <param name="level">Start level of the texture view, in relation with the first texture</param>
|
||||
/// <returns>True if the layout is compatible, false otherwise</returns>
|
||||
public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int level)
|
||||
{
|
||||
if (lhs.IsLinear != rhs.IsLinear)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// For linear textures, gob block sizes are ignored.
|
||||
// For block linear textures, the stride is ignored.
|
||||
if (rhs.IsLinear)
|
||||
{
|
||||
int width = Math.Max(1, lhs.Width >> level);
|
||||
int stride = width * lhs.FormatInfo.BytesPerPixel;
|
||||
stride = BitUtils.AlignUp(stride, 32);
|
||||
|
||||
return stride == rhs.Stride;
|
||||
}
|
||||
else
|
||||
{
|
||||
int height = Math.Max(1, lhs.Height >> level);
|
||||
int depth = Math.Max(1, lhs.GetDepth() >> level);
|
||||
|
||||
(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
|
||||
height,
|
||||
depth,
|
||||
lhs.FormatInfo.BlockHeight,
|
||||
lhs.GobBlocksInY,
|
||||
lhs.GobBlocksInZ);
|
||||
|
||||
return gobBlocksInY == rhs.GobBlocksInY &&
|
||||
gobBlocksInZ == rhs.GobBlocksInZ;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the view format of the first texture format is compatible with the format of the second.
|
||||
/// In general, the formats are considered compatible if the bytes per pixel values are equal,
|
||||
/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
|
||||
/// This follows the host API copy compatibility rules.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param>
|
||||
/// <param name="rhs">Texture information of the texture view</param>
|
||||
/// <returns>True if the formats are compatible, false otherwise</returns>
|
||||
public static bool ViewFormatCompatible(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
return FormatCompatible(lhs.FormatInfo, rhs.FormatInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the target of the first texture view information is compatible with the target of the second texture view information.
|
||||
/// This follows the host API target compatibility rules.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information of the texture view</param
|
||||
/// <param name="rhs">Texture information of the texture view</param>
|
||||
/// <param name="isCopy">True to check for copy rather than view compatibility</param>
|
||||
/// <returns>True if the targets are compatible, false otherwise</returns>
|
||||
public static bool ViewTargetCompatible(TextureInfo lhs, TextureInfo rhs, bool isCopy)
|
||||
{
|
||||
switch (lhs.Target)
|
||||
{
|
||||
case Target.Texture1D:
|
||||
case Target.Texture1DArray:
|
||||
return rhs.Target == Target.Texture1D ||
|
||||
rhs.Target == Target.Texture1DArray;
|
||||
|
||||
case Target.Texture2D:
|
||||
return rhs.Target == Target.Texture2D ||
|
||||
rhs.Target == Target.Texture2DArray;
|
||||
|
||||
case Target.Texture2DArray:
|
||||
case Target.Cubemap:
|
||||
case Target.CubemapArray:
|
||||
return rhs.Target == Target.Texture2D ||
|
||||
rhs.Target == Target.Texture2DArray ||
|
||||
rhs.Target == Target.Cubemap ||
|
||||
rhs.Target == Target.CubemapArray;
|
||||
|
||||
case Target.Texture2DMultisample:
|
||||
case Target.Texture2DMultisampleArray:
|
||||
return rhs.Target == Target.Texture2DMultisample ||
|
||||
rhs.Target == Target.Texture2DMultisampleArray;
|
||||
|
||||
case Target.Texture3D:
|
||||
return rhs.Target == Target.Texture3D ||
|
||||
(rhs.Target == Target.Texture2D && isCopy);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the texture shader sampling parameters of two texture informations match.
|
||||
/// </summary>
|
||||
/// <param name="lhs">Texture information to compare</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the texture shader sampling parameters matches, false otherwise</returns>
|
||||
public static bool SamplerParamsMatches(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
return lhs.DepthStencilMode == rhs.DepthStencilMode &&
|
||||
lhs.SwizzleR == rhs.SwizzleR &&
|
||||
lhs.SwizzleG == rhs.SwizzleG &&
|
||||
lhs.SwizzleB == rhs.SwizzleB &&
|
||||
lhs.SwizzleA == rhs.SwizzleA;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the texture target and samples count (for multisampled textures) matches.
|
||||
/// </summary>
|
||||
/// <param name="first">Texture information to compare with</param>
|
||||
/// <param name="rhs">Texture information to compare with</param>
|
||||
/// <returns>True if the texture target and samples count matches, false otherwise</returns>
|
||||
public static bool TargetAndSamplesCompatible(TextureInfo lhs, TextureInfo rhs)
|
||||
{
|
||||
return lhs.Target == rhs.Target &&
|
||||
lhs.SamplesInX == rhs.SamplesInX &&
|
||||
lhs.SamplesInY == rhs.SamplesInY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture format class, for compressed textures, or Unclassified otherwise.
|
||||
/// </summary>
|
||||
|
@ -634,7 +634,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
// deletion.
|
||||
_cache.Lift(overlap);
|
||||
}
|
||||
else if (!overlap.SizeMatches(info))
|
||||
else if (!TextureCompatibility.SizeMatches(overlap.Info, info))
|
||||
{
|
||||
// If this is used for sampling, the size must match,
|
||||
// otherwise the shader would sample garbage data.
|
||||
@ -707,7 +707,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
// The size only matters (and is only really reliable) when the
|
||||
// texture is used on a sampler, because otherwise the size will be
|
||||
// aligned.
|
||||
if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture)
|
||||
if (!TextureCompatibility.SizeMatches(overlap.Info, info, firstLevel) && isSamplerTexture)
|
||||
{
|
||||
texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user