Fix: Issue #1475 Texture Compatibility Check methods need to be centralized (#1482)

* 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:
sharmander 2020-08-31 20:06:27 -04:00 committed by GitHub
parent 92f7f163ef
commit bc19114bb5
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 355 additions and 333 deletions

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@ -659,32 +659,31 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Performs a comparison of this texture information, with the specified texture information.
/// This performs a strict comparison, used to check if two textures are equal.
/// This performs a strict comparison, used to check if this texture is equal to the one supplied.
/// </summary>
/// <param name="info">Texture information to compare with</param>
/// <param name="info">Texture information to compare against</param>
/// <param name="flags">Comparison flags</param>
/// <returns>True if the textures are strictly equal or similar, false otherwise</returns>
public bool IsPerfectMatch(TextureInfo info, TextureSearchFlags flags)
{
if (!FormatMatches(info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0))
if (!TextureCompatibility.FormatMatches(Info, info, (flags & TextureSearchFlags.ForSampler) != 0, (flags & TextureSearchFlags.ForCopy) != 0))
{
return false;
}
if (!LayoutMatches(info))
if (!TextureCompatibility.LayoutMatches(Info, info))
{
return false;
}
if (!SizeMatches(info, (flags & TextureSearchFlags.Strict) == 0))
if (!TextureCompatibility.SizeMatches(Info, info))
{
return false;
}
if ((flags & TextureSearchFlags.ForSampler) != 0 || (flags & TextureSearchFlags.Strict) != 0)
{
if (!SamplerParamsMatches(info))
if (!TextureCompatibility.SamplerParamsMatches(Info, info))
{
return false;
}
@ -694,12 +693,12 @@ namespace Ryujinx.Graphics.Gpu.Image
{
bool msTargetCompatible = Info.Target == Target.Texture2DMultisample && info.Target == Target.Texture2D;
if (!msTargetCompatible && !TargetAndSamplesCompatible(info))
if (!msTargetCompatible && !TextureCompatibility.TargetAndSamplesCompatible(Info, info))
{
return false;
}
}
else if (!TargetAndSamplesCompatible(info))
else if (!TextureCompatibility.TargetAndSamplesCompatible(Info, info))
{
return false;
}
@ -707,153 +706,6 @@ namespace Ryujinx.Graphics.Gpu.Image
return Info.Address == info.Address && Info.Levels == info.Levels;
}
/// <summary>
/// Checks if the texture format matches with the specified texture information.
/// </summary>
/// <param name="info">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>
private bool FormatMatches(TextureInfo info, 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 (Info.FormatInfo.Format == Format.D32Float && info.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 (Info.FormatInfo.Format == Format.S8Uint && info.FormatInfo.Format == Format.R8Unorm)
{
return true;
}
if (Info.FormatInfo.Format == Format.D16Unorm && info.FormatInfo.Format == Format.R16Unorm)
{
return true;
}
if ((Info.FormatInfo.Format == Format.D24UnormS8Uint ||
Info.FormatInfo.Format == Format.D24X8Unorm) && info.FormatInfo.Format == Format.B8G8R8A8Unorm)
{
return true;
}
}
return Info.FormatInfo.Format == info.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="info">Texture information to compare with</param>
/// <returns>True if the layout matches, false otherwise</returns>
private bool LayoutMatches(TextureInfo info)
{
if (Info.IsLinear != info.IsLinear)
{
return false;
}
// For linear textures, gob block sizes are ignored.
// For block linear textures, the stride is ignored.
if (info.IsLinear)
{
return Info.Stride == info.Stride;
}
else
{
return Info.GobBlocksInY == info.GobBlocksInY &&
Info.GobBlocksInZ == info.GobBlocksInZ;
}
}
/// <summary>
/// Checks if the texture sizes of the supplied texture information matches this texture.
/// </summary>
/// <param name="info">Texture information to compare with</param>
/// <returns>True if the size matches, false otherwise</returns>
public bool SizeMatches(TextureInfo info)
{
return SizeMatches(info, alignSizes: false);
}
/// <summary>
/// Checks if the texture sizes of the supplied texture information matches the given level of
/// this texture.
/// </summary>
/// <param name="info">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 bool SizeMatches(TextureInfo info, int level)
{
return Math.Max(1, Info.Width >> level) == info.Width &&
Math.Max(1, Info.Height >> level) == info.Height &&
Math.Max(1, Info.GetDepth() >> level) == info.GetDepth();
}
/// <summary>
/// Checks if the texture sizes of the supplied texture information matches this texture.
/// </summary>
/// <param name="info">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 bool SizeMatches(TextureInfo info, bool alignSizes)
{
if (Info.GetLayers() != info.GetLayers())
{
return false;
}
if (alignSizes)
{
Size size0 = GetAlignedSize(Info);
Size size1 = GetAlignedSize(info);
return size0.Width == size1.Width &&
size0.Height == size1.Height &&
size0.Depth == size1.Depth;
}
else
{
return Info.Width == info.Width &&
Info.Height == info.Height &&
Info.GetDepth() == info.GetDepth();
}
}
/// <summary>
/// Checks if the texture shader sampling parameters matches.
/// </summary>
/// <param name="info">Texture information to compare with</param>
/// <returns>True if the texture shader sampling parameters matches, false otherwise</returns>
private bool SamplerParamsMatches(TextureInfo info)
{
return Info.DepthStencilMode == info.DepthStencilMode &&
Info.SwizzleR == info.SwizzleR &&
Info.SwizzleG == info.SwizzleG &&
Info.SwizzleB == info.SwizzleB &&
Info.SwizzleA == info.SwizzleA;
}
/// <summary>
/// Check if the texture target and samples count (for multisampled textures) matches.
/// </summary>
/// <param name="info">Texture information to compare with</param>
/// <returns>True if the texture target and samples count matches, false otherwise</returns>
private bool TargetAndSamplesCompatible(TextureInfo info)
{
return Info.Target == info.Target &&
Info.SamplesInX == info.SamplesInX &&
Info.SamplesInY == info.SamplesInY;
}
/// <summary>
/// Check if it's possible to create a view, with the given parameters, from this texture.
/// </summary>
@ -903,22 +755,22 @@ namespace Ryujinx.Graphics.Gpu.Image
return false;
}
if (!ViewLayoutCompatible(info, firstLevel))
if (!TextureCompatibility.ViewLayoutCompatible(Info, info, firstLevel))
{
return false;
}
if (!ViewFormatCompatible(info))
if (!TextureCompatibility.ViewFormatCompatible(Info, info))
{
return false;
}
if (!ViewSizeMatches(info, firstLevel, isCopy))
if (!TextureCompatibility.ViewSizeMatches(Info, info, firstLevel, isCopy))
{
return false;
}
if (!ViewTargetCompatible(info, isCopy))
if (!TextureCompatibility.ViewTargetCompatible(Info, info, isCopy))
{
return false;
}
@ -927,167 +779,6 @@ namespace Ryujinx.Graphics.Gpu.Image
Info.SamplesInY == info.SamplesInY;
}
/// <summary>
/// Check if it's possible to create a view with the specified layout.
/// The layout information is composed of the Stride for linear textures, or GOB block size
/// for block linear textures.
/// </summary>
/// <param name="info">Texture information of the texture view</param>
/// <param name="level">Start level of the texture view, in relation with this texture</param>
/// <returns>True if the layout is compatible, false otherwise</returns>
private bool ViewLayoutCompatible(TextureInfo info, int level)
{
if (Info.IsLinear != info.IsLinear)
{
return false;
}
// For linear textures, gob block sizes are ignored.
// For block linear textures, the stride is ignored.
if (info.IsLinear)
{
int width = Math.Max(1, Info.Width >> level);
int stride = width * Info.FormatInfo.BytesPerPixel;
stride = BitUtils.AlignUp(stride, 32);
return stride == info.Stride;
}
else
{
int height = Math.Max(1, Info.Height >> level);
int depth = Math.Max(1, Info.GetDepth() >> level);
(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
height,
depth,
Info.FormatInfo.BlockHeight,
Info.GobBlocksInY,
Info.GobBlocksInZ);
return gobBlocksInY == info.GobBlocksInY &&
gobBlocksInZ == info.GobBlocksInZ;
}
}
/// <summary>
/// Checks if the view format is compatible with this texture format.
/// 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="info">Texture information of the texture view</param>
/// <returns>True if the formats are compatible, false otherwise</returns>
private bool ViewFormatCompatible(TextureInfo info)
{
return TextureCompatibility.FormatCompatible(Info.FormatInfo, info.FormatInfo);
}
/// <summary>
/// Checks if the size of a given texture view is compatible with this texture.
/// </summary>
/// <param name="info">Texture information of the texture view</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>
private bool ViewSizeMatches(TextureInfo info, int level, bool isCopy)
{
Size size = GetAlignedSize(Info, level);
Size otherSize = GetAlignedSize(info);
// For copies, we can copy a subset of the 3D texture slices,
// so the depth may be different in this case.
if (!isCopy && info.Target == Target.Texture3D && size.Depth != otherSize.Depth)
{
return false;
}
return size.Width == otherSize.Width &&
size.Height == otherSize.Height;
}
/// <summary>
/// Check if the target of the specified texture view information is compatible with this
/// texture.
/// This follows the host API target compatibility rules.
/// </summary>
/// <param name="info">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>
private bool ViewTargetCompatible(TextureInfo info, bool isCopy)
{
switch (Info.Target)
{
case Target.Texture1D:
case Target.Texture1DArray:
return info.Target == Target.Texture1D ||
info.Target == Target.Texture1DArray;
case Target.Texture2D:
return info.Target == Target.Texture2D ||
info.Target == Target.Texture2DArray;
case Target.Texture2DArray:
case Target.Cubemap:
case Target.CubemapArray:
return info.Target == Target.Texture2D ||
info.Target == Target.Texture2DArray ||
info.Target == Target.Cubemap ||
info.Target == Target.CubemapArray;
case Target.Texture2DMultisample:
case Target.Texture2DMultisampleArray:
return info.Target == Target.Texture2DMultisample ||
info.Target == Target.Texture2DMultisampleArray;
case Target.Texture3D:
return info.Target == Target.Texture3D ||
(info.Target == Target.Texture2D && isCopy);
}
return false;
}
/// <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>
private 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>
/// Gets a texture of the specified target type from this texture.
/// This can be used to get an array texture from a non-array texture and vice-versa.