mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 01:43:23 +01:00
Force CPU copy for non-identity DMA remap (#6293)
This commit is contained in:
parent
0c73eba3db
commit
4a6724622e
1 changed files with 9 additions and 9 deletions
|
@ -277,6 +277,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
|||
|
||||
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
|
||||
|
||||
// If remapping is disabled, we always copy the components directly, in order.
|
||||
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
|
||||
bool isIdentityRemap = !remap ||
|
||||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
|
||||
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
|
||||
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
|
||||
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
|
||||
|
||||
bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
|
||||
bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
|
||||
|
||||
|
@ -284,7 +292,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
|||
// but only if we are doing a complete copy,
|
||||
// and not for block linear to linear copies, since those are typically accessed from the CPU.
|
||||
|
||||
if (completeSource && completeDest && !(dstLinear && !srcLinear))
|
||||
if (completeSource && completeDest && !(dstLinear && !srcLinear) && isIdentityRemap)
|
||||
{
|
||||
var target = memoryManager.Physical.TextureCache.FindTexture(
|
||||
memoryManager,
|
||||
|
@ -353,14 +361,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
|||
TextureParams srcParams = new(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
|
||||
TextureParams dstParams = new(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
|
||||
|
||||
// If remapping is enabled, we always copy the components directly, in order.
|
||||
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
|
||||
bool isIdentityRemap = !remap ||
|
||||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
|
||||
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
|
||||
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
|
||||
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
|
||||
|
||||
if (isIdentityRemap)
|
||||
{
|
||||
// The order of the components doesn't change, so we can just copy directly
|
||||
|
|
Loading…
Reference in a new issue