mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-29 21:12:33 +01:00
e3d0ccf8d5
* Allow setting texture data from 1x to fix some textures resetting randomly Expected targets: - Deltarune 1+2 - Crash Team Racing - Those new pokemon games idk * Allow scaling of MSAA textures, propagate scale on copy. * Fix Rebase Oops * Automatic disable * A bit more aggressive * Without the debug log * Actually decrement the score when writing.
379 lines
15 KiB
C#
379 lines
15 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Engine.Twod
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{
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/// <summary>
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/// Represents a 2D engine class.
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/// </summary>
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class TwodClass : IDeviceState
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{
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private readonly GpuChannel _channel;
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private readonly DeviceState<TwodClassState> _state;
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/// <summary>
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/// Creates a new instance of the 2D engine class.
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/// </summary>
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/// <param name="channel">The channel that will make use of the engine</param>
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public TwodClass(GpuChannel channel)
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{
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_channel = channel;
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_state = new DeviceState<TwodClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(TwodClassState.PixelsFromMemorySrcY0Int), new RwCallback(PixelsFromMemorySrcY0Int, null) }
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});
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}
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/// <summary>
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/// Reads data from the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <returns>Data at the specified offset</returns>
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public int Read(int offset) => _state.Read(offset);
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/// <summary>
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/// Writes data to the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <param name="data">Data to be written</param>
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public void Write(int offset, int data) => _state.Write(offset, data);
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/// <summary>
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/// Determines if data is compatible between the source and destination texture.
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/// The two textures must have the same size, layout, and bytes per pixel.
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/// </summary>
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/// <param name="lhs">Info for the first texture</param>
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/// <param name="rhs">Info for the second texture</param>
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/// <param name="lhsFormat">Format of the first texture</param>
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/// <param name="rhsFormat">Format of the second texture</param>
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/// <returns>True if the data is compatible, false otherwise</returns>
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private bool IsDataCompatible(TwodTexture lhs, TwodTexture rhs, FormatInfo lhsFormat, FormatInfo rhsFormat)
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{
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if (lhsFormat.BytesPerPixel != rhsFormat.BytesPerPixel ||
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lhs.Height != rhs.Height ||
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lhs.Depth != rhs.Depth ||
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lhs.LinearLayout != rhs.LinearLayout ||
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lhs.MemoryLayout.Packed != rhs.MemoryLayout.Packed)
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{
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return false;
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}
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if (lhs.LinearLayout)
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{
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return lhs.Stride == rhs.Stride;
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}
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else
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{
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return lhs.Width == rhs.Width;
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}
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}
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/// <summary>
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/// Determine if the given region covers the full texture, also considering width alignment.
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/// </summary>
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/// <param name="texture">The texture to check</param>
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/// <param name="formatInfo"></param>
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/// <param name="x1">Region start x</param>
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/// <param name="y1">Region start y</param>
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/// <param name="x2">Region end x</param>
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/// <param name="y2">Region end y</param>
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/// <returns>True if the region covers the full texture, false otherwise</returns>
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private bool IsCopyRegionComplete(TwodTexture texture, FormatInfo formatInfo, int x1, int y1, int x2, int y2)
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{
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if (x1 != 0 || y1 != 0 || y2 != texture.Height)
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{
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return false;
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}
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int width;
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int widthAlignment;
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if (texture.LinearLayout)
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{
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widthAlignment = 1;
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width = texture.Stride / formatInfo.BytesPerPixel;
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}
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else
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{
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widthAlignment = Constants.GobAlignment / formatInfo.BytesPerPixel;
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width = texture.Width;
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}
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return width == BitUtils.AlignUp(x2, widthAlignment);
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}
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/// <summary>
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/// Performs a full data copy between two textures, reading and writing guest memory directly.
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/// The textures must have a matching layout, size, and bytes per pixel.
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/// </summary>
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/// <param name="src">The source texture</param>
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/// <param name="dst">The destination texture</param>
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/// <param name="w">Copy width</param>
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/// <param name="h">Copy height</param>
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/// <param name="bpp">Bytes per pixel</param>
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private void UnscaledFullCopy(TwodTexture src, TwodTexture dst, int w, int h, int bpp)
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{
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var srcCalculator = new OffsetCalculator(
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w,
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h,
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src.Stride,
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src.LinearLayout,
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src.MemoryLayout.UnpackGobBlocksInY(),
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src.MemoryLayout.UnpackGobBlocksInZ(),
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bpp);
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(int _, int srcSize) = srcCalculator.GetRectangleRange(0, 0, w, h);
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var memoryManager = _channel.MemoryManager;
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ulong srcGpuVa = src.Address.Pack();
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ulong dstGpuVa = dst.Address.Pack();
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa, srcSize, true);
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int width;
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int height = src.Height;
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if (src.LinearLayout)
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{
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width = src.Stride / bpp;
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}
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else
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{
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width = src.Width;
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}
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// If the copy is not equal to the width and height of the texture, we will need to copy partially.
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// It's worth noting that it has already been established that the src and dst are the same size.
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if (w == width && h == height)
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{
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memoryManager.Write(dstGpuVa, srcSpan);
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}
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else
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{
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using WritableRegion dstRegion = memoryManager.GetWritableRegion(dstGpuVa, srcSize, true);
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Span<byte> dstSpan = dstRegion.Memory.Span;
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if (src.LinearLayout)
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{
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int stride = src.Stride;
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int offset = 0;
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int lineSize = width * bpp;
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for (int y = 0; y < height; y++)
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{
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srcSpan.Slice(offset, lineSize).CopyTo(dstSpan.Slice(offset));
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offset += stride;
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}
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}
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else
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{
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// Copy with the block linear layout in mind.
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// Recreate the offset calculate with bpp 1 for copy.
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int stride = w * bpp;
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srcCalculator = new OffsetCalculator(
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stride,
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h,
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0,
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false,
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src.MemoryLayout.UnpackGobBlocksInY(),
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src.MemoryLayout.UnpackGobBlocksInZ(),
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1);
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int strideTrunc = BitUtils.AlignDown(stride, 16);
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ReadOnlySpan<Vector128<byte>> srcVec = MemoryMarshal.Cast<byte, Vector128<byte>>(srcSpan);
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Span<Vector128<byte>> dstVec = MemoryMarshal.Cast<byte, Vector128<byte>>(dstSpan);
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for (int y = 0; y < h; y++)
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{
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int x = 0;
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srcCalculator.SetY(y);
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for (; x < strideTrunc; x += 16)
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{
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int offset = srcCalculator.GetOffset(x) >> 4;
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dstVec[offset] = srcVec[offset];
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}
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for (; x < stride; x++)
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{
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int offset = srcCalculator.GetOffset(x);
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dstSpan[offset] = srcSpan[offset];
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}
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}
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}
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}
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}
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/// <summary>
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/// Performs the blit operation, triggered by the register write.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void PixelsFromMemorySrcY0Int(int argument)
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{
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var memoryManager = _channel.MemoryManager;
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var dstCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetDstFormat);
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var srcCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetSrcFormat);
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long srcX = ((long)_state.State.SetPixelsFromMemorySrcX0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcX0Frac;
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long srcY = ((long)_state.State.PixelsFromMemorySrcY0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcY0Frac;
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long duDx = ((long)_state.State.SetPixelsFromMemoryDuDxInt << 32) | (long)(ulong)_state.State.SetPixelsFromMemoryDuDxFrac;
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long dvDy = ((long)_state.State.SetPixelsFromMemoryDvDyInt << 32) | (long)(ulong)_state.State.SetPixelsFromMemoryDvDyFrac;
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bool originCorner = _state.State.SetPixelsFromMemorySampleModeOrigin == SetPixelsFromMemorySampleModeOrigin.Corner;
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if (originCorner)
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{
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// If the origin is corner, it is assumed that the guest API
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// is manually centering the origin by adding a offset to the
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// source region X/Y coordinates.
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// Here we attempt to remove such offset to ensure we have the correct region.
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// The offset is calculated as FactorXY / 2.0, where FactorXY = SrcXY / DstXY,
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// so we do the same here by dividing the fixed point value by 2, while
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// throwing away the fractional part to avoid rounding errors.
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srcX -= (duDx >> 33) << 32;
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srcY -= (dvDy >> 33) << 32;
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}
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int srcX1 = (int)(srcX >> 32);
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int srcY1 = (int)(srcY >> 32);
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int srcX2 = srcX1 + (int)((duDx * _state.State.SetPixelsFromMemoryDstWidth + uint.MaxValue) >> 32);
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int srcY2 = srcY1 + (int)((dvDy * _state.State.SetPixelsFromMemoryDstHeight + uint.MaxValue) >> 32);
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int dstX1 = (int)_state.State.SetPixelsFromMemoryDstX0;
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int dstY1 = (int)_state.State.SetPixelsFromMemoryDstY0;
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int dstX2 = dstX1 + (int)_state.State.SetPixelsFromMemoryDstWidth;
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int dstY2 = dstY1 + (int)_state.State.SetPixelsFromMemoryDstHeight;
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// The source and destination textures should at least be as big as the region being requested.
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// The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases.
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var srcHint = new Size(srcX2, srcY2, 1);
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var dstHint = new Size(dstX2, dstY2, 1);
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var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
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int srcWidthAligned = srcCopyTexture.Stride / srcCopyTextureFormat.BytesPerPixel;
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ulong offset = 0;
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// For an out of bounds copy, we must ensure that the copy wraps to the next line,
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// so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
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// outside the bounds of the texture. We fill the destination with the first 32 pixels
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// of the next line on the source texture.
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// This can be done by simply adding an offset to the texture address, so that the initial
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// gap is skipped and the copy is inside bounds again.
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// This is required by the proprietary guest OpenGL driver.
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if (srcCopyTexture.LinearLayout && srcCopyTexture.Width == srcX2 && srcX2 > srcWidthAligned && srcX1 > 0)
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{
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offset = (ulong)(srcX1 * srcCopyTextureFormat.BytesPerPixel);
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srcCopyTexture.Width -= srcX1;
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srcX2 -= srcX1;
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srcX1 = 0;
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}
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FormatInfo dstCopyTextureFormat = dstCopyTexture.Format.Convert();
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bool canDirectCopy = GraphicsConfig.Fast2DCopy &&
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srcX2 == dstX2 && srcY2 == dstY2 &&
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IsDataCompatible(srcCopyTexture, dstCopyTexture, srcCopyTextureFormat, dstCopyTextureFormat) &&
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IsCopyRegionComplete(srcCopyTexture, srcCopyTextureFormat, srcX1, srcY1, srcX2, srcY2) &&
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IsCopyRegionComplete(dstCopyTexture, dstCopyTextureFormat, dstX1, dstY1, dstX2, dstY2);
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var srcTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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srcCopyTexture,
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offset,
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srcCopyTextureFormat,
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!canDirectCopy,
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false,
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srcHint);
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if (srcTexture == null)
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{
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if (canDirectCopy)
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{
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// Directly copy the data on CPU.
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UnscaledFullCopy(srcCopyTexture, dstCopyTexture, srcX2, srcY2, srcCopyTextureFormat.BytesPerPixel);
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}
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return;
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}
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memoryManager.Physical.TextureCache.Lift(srcTexture);
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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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if (srcTexture.Format.IsDepthOrStencil())
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{
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dstCopyTextureFormat = srcTexture.Info.FormatInfo;
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}
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else
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{
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dstCopyTextureFormat = dstCopyTexture.Format.Convert();
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}
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var dstTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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dstCopyTexture,
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0,
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dstCopyTextureFormat,
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true,
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srcTexture.ScaleMode == TextureScaleMode.Scaled,
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dstHint);
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if (dstTexture == null)
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{
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return;
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}
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if (srcTexture.Info.Samples > 1 || dstTexture.Info.Samples > 1)
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{
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srcTexture.PropagateScale(dstTexture);
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}
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float scale = srcTexture.ScaleFactor;
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float dstScale = dstTexture.ScaleFactor;
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Extents2D srcRegion = new Extents2D(
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(int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)),
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(int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY)));
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Extents2D dstRegion = new Extents2D(
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(int)Math.Ceiling(dstScale * (dstX1 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(dstScale * (dstY1 / dstTexture.Info.SamplesInY)),
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(int)Math.Ceiling(dstScale * (dstX2 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(dstScale * (dstY2 / dstTexture.Info.SamplesInY)));
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bool linearFilter = _state.State.SetPixelsFromMemorySampleModeFilter == SetPixelsFromMemorySampleModeFilter.Bilinear;
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srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
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dstTexture.SignalModified();
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}
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}
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}
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