* 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
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4 changed files with 355 additions and 333 deletions
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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>
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/// Checks if two formats are compatible, according to the host API copy format compatibility rules.
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/// </summary>
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@ -53,6 +77,321 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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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="lhs">Texture information to compare</param>
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/// <param name="rhs">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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public static bool FormatMatches(TextureInfo lhs, TextureInfo rhs, 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 (lhs.FormatInfo.Format == Format.D32Float && rhs.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 (lhs.FormatInfo.Format == Format.S8Uint && rhs.FormatInfo.Format == Format.R8Unorm)
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{
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return true;
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}
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if (lhs.FormatInfo.Format == Format.D16Unorm && rhs.FormatInfo.Format == Format.R16Unorm)
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{
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return true;
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}
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if ((lhs.FormatInfo.Format == Format.D24UnormS8Uint ||
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lhs.FormatInfo.Format == Format.D24X8Unorm) && rhs.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 lhs.FormatInfo.Format == rhs.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="lhs">Texture information to compare</param>
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/// <param name="rhs">Texture information to compare with</param>
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/// <returns>True if the layout matches, false otherwise</returns>
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public static bool LayoutMatches(TextureInfo lhs, TextureInfo rhs)
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{
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if (lhs.IsLinear != rhs.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 (rhs.IsLinear)
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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.GobBlocksInY == rhs.GobBlocksInY &&
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lhs.GobBlocksInZ == rhs.GobBlocksInZ;
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}
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}
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/// <summary>
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/// Checks if the view sizes of a two given texture informations match.
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/// </summary>
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/// <param name="lhs">Texture information of the texture view</param>
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/// <param name="rhs">Texture information of the texture view to match against</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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public static bool ViewSizeMatches(TextureInfo lhs, TextureInfo rhs, int level, bool isCopy)
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{
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Size size = GetAlignedSize(lhs, level);
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Size otherSize = GetAlignedSize(rhs);
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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 && rhs.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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/// Checks if the texture sizes of the supplied texture informations match.
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/// </summary>
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/// <param name="lhs">Texture information to compare</param>
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/// <param name="rhs">Texture information to compare with</param>
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/// <returns>True if the size matches, false otherwise</returns>
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public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs)
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{
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return SizeMatches(lhs, rhs, alignSizes: false);
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}
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/// <summary>
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/// Checks if the texture sizes of the supplied texture informations match the given level
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/// </summary>
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/// <param name="lhs">Texture information to compare</param>
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/// <param name="rhs">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 static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, int level)
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{
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return Math.Max(1, lhs.Width >> level) == rhs.Width &&
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Math.Max(1, lhs.Height >> level) == rhs.Height &&
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Math.Max(1, lhs.GetDepth() >> level) == rhs.GetDepth();
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}
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/// <summary>
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/// Checks if the texture sizes of the supplied texture informations match.
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/// </summary>
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/// <param name="lhs">Texture information to compare</param>
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/// <param name="rhs">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 static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, bool alignSizes)
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{
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if (lhs.GetLayers() != rhs.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(lhs);
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Size size1 = GetAlignedSize(rhs);
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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 lhs.Width == rhs.Width &&
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lhs.Height == rhs.Height &&
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lhs.GetDepth() == rhs.GetDepth();
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}
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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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public 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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/// Check if it's possible to create a view with the layout of the second texture information from the first.
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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="lhs">Texture information of the texture view</param>
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/// <param name="rhs">Texture information of the texture view to compare against</param>
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/// <param name="level">Start level of the texture view, in relation with the first texture</param>
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/// <returns>True if the layout is compatible, false otherwise</returns>
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public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int level)
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{
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if (lhs.IsLinear != rhs.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 (rhs.IsLinear)
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{
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int width = Math.Max(1, lhs.Width >> level);
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int stride = width * lhs.FormatInfo.BytesPerPixel;
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stride = BitUtils.AlignUp(stride, 32);
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return stride == rhs.Stride;
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}
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else
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{
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int height = Math.Max(1, lhs.Height >> level);
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int depth = Math.Max(1, lhs.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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lhs.FormatInfo.BlockHeight,
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lhs.GobBlocksInY,
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lhs.GobBlocksInZ);
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return gobBlocksInY == rhs.GobBlocksInY &&
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gobBlocksInZ == rhs.GobBlocksInZ;
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}
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}
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/// <summary>
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/// Checks if the view format of the first texture format is compatible with the format of the second.
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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="lhs">Texture information of the texture view</param>
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/// <param name="rhs">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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public static bool ViewFormatCompatible(TextureInfo lhs, TextureInfo rhs)
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{
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return FormatCompatible(lhs.FormatInfo, rhs.FormatInfo);
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}
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/// <summary>
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/// Check if the target of the first texture view information is compatible with the target of the second texture view information.
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/// This follows the host API target compatibility rules.
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/// </summary>
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/// <param name="lhs">Texture information of the texture view</param
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/// <param name="rhs">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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public static bool ViewTargetCompatible(TextureInfo lhs, TextureInfo rhs, bool isCopy)
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{
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switch (lhs.Target)
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{
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case Target.Texture1D:
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case Target.Texture1DArray:
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return rhs.Target == Target.Texture1D ||
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rhs.Target == Target.Texture1DArray;
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case Target.Texture2D:
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return rhs.Target == Target.Texture2D ||
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rhs.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 rhs.Target == Target.Texture2D ||
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rhs.Target == Target.Texture2DArray ||
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rhs.Target == Target.Cubemap ||
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rhs.Target == Target.CubemapArray;
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case Target.Texture2DMultisample:
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case Target.Texture2DMultisampleArray:
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return rhs.Target == Target.Texture2DMultisample ||
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rhs.Target == Target.Texture2DMultisampleArray;
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case Target.Texture3D:
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return rhs.Target == Target.Texture3D ||
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(rhs.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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/// Checks if the texture shader sampling parameters of two texture informations match.
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/// </summary>
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/// <param name="lhs">Texture information to compare</param>
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/// <param name="rhs">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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public static bool SamplerParamsMatches(TextureInfo lhs, TextureInfo rhs)
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{
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return lhs.DepthStencilMode == rhs.DepthStencilMode &&
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lhs.SwizzleR == rhs.SwizzleR &&
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lhs.SwizzleG == rhs.SwizzleG &&
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lhs.SwizzleB == rhs.SwizzleB &&
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lhs.SwizzleA == rhs.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="first">Texture information to compare with</param>
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/// <param name="rhs">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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public static bool TargetAndSamplesCompatible(TextureInfo lhs, TextureInfo rhs)
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{
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return lhs.Target == rhs.Target &&
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lhs.SamplesInX == rhs.SamplesInX &&
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lhs.SamplesInY == rhs.SamplesInY;
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}
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/// <summary>
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/// Gets the texture format class, for compressed textures, or Unclassified otherwise.
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/// </summary>
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