Add support for bigger UBOs, fix sRGB regression, small improvement t… (#503)
* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine * Break into multiple lines * Read fractions for source/step values on the 2d copy engine aswell * Use fixed point math for more speed * Fix reinterpret when texture sizes are different
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00579927e4
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59964f667c
6 changed files with 90 additions and 24 deletions
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@ -61,8 +61,11 @@ namespace Ryujinx.Graphics
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int DstBlitW = ReadRegister(NvGpuEngine2dReg.BlitDstW);
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int DstBlitH = ReadRegister(NvGpuEngine2dReg.BlitDstH);
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int SrcBlitX = ReadRegister(NvGpuEngine2dReg.BlitSrcXInt);
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int SrcBlitY = ReadRegister(NvGpuEngine2dReg.BlitSrcYInt);
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long BlitDuDx = ReadRegisterFixed1_31_32(NvGpuEngine2dReg.BlitDuDxFract);
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long BlitDvDy = ReadRegisterFixed1_31_32(NvGpuEngine2dReg.BlitDvDyFract);
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long SrcBlitX = ReadRegisterFixed1_31_32(NvGpuEngine2dReg.BlitSrcXFract);
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long SrcBlitY = ReadRegisterFixed1_31_32(NvGpuEngine2dReg.BlitSrcYFract);
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GalImageFormat SrcImgFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)SrcFormat);
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GalImageFormat DstImgFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)DstFormat);
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@ -99,13 +102,19 @@ namespace Ryujinx.Graphics
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Gpu.ResourceManager.SendTexture(Vmm, SrcKey, SrcTexture);
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Gpu.ResourceManager.SendTexture(Vmm, DstKey, DstTexture);
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int SrcBlitX1 = (int)(SrcBlitX >> 32);
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int SrcBlitY1 = (int)(SrcBlitY >> 32);
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int SrcBlitX2 = (int)(SrcBlitX + DstBlitW * BlitDuDx >> 32);
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int SrcBlitY2 = (int)(SrcBlitY + DstBlitH * BlitDvDy >> 32);
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Gpu.Renderer.RenderTarget.Copy(
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SrcKey,
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DstKey,
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SrcBlitX,
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SrcBlitY,
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SrcBlitX + DstBlitW,
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SrcBlitY + DstBlitH,
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SrcBlitX1,
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SrcBlitY1,
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SrcBlitX2,
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SrcBlitY2,
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DstBlitX,
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DstBlitY,
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DstBlitX + DstBlitW,
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@ -121,8 +130,8 @@ namespace Ryujinx.Graphics
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DstTexture,
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SrcAddress,
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DstAddress,
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SrcBlitX,
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SrcBlitY,
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SrcBlitX1,
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SrcBlitY1,
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DstBlitX,
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DstBlitY,
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DstBlitW,
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@ -150,6 +159,14 @@ namespace Ryujinx.Graphics
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Registers[MethCall.Method] = MethCall.Argument;
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}
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private long ReadRegisterFixed1_31_32(NvGpuEngine2dReg Reg)
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{
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long Low = (uint)ReadRegister(Reg + 0);
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long High = (uint)ReadRegister(Reg + 1);
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return Low | (High << 32);
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}
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private int ReadRegister(NvGpuEngine2dReg Reg)
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{
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return Registers[(int)Reg];
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