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@@ -6,6 +6,7 @@ using Ryujinx.Graphics.Texture;
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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.Dma
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@@ -32,6 +33,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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RemapEnable = 1 << 10
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}
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+ /// <summary>
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+ /// Texture parameters for copy.
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+ /// </summary>
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+ private struct TextureParams
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+ {
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+ /// <summary>
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+ /// Copy region X coordinate.
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+ /// </summary>
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+ public readonly int RegionX;
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+
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+ /// <summary>
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+ /// Copy region Y coordinate.
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+ /// </summary>
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+ public readonly int RegionY;
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+
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+ /// <summary>
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+ /// Offset from the base pointer of the data in memory.
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+ /// </summary>
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+ public readonly int BaseOffset;
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+
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+ /// <summary>
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+ /// Bytes per pixel.
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+ /// </summary>
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+ public readonly int Bpp;
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+
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+ /// <summary>
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+ /// Whether the texture is linear. If false, the texture is block linear.
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+ /// </summary>
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+ public readonly bool Linear;
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+
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+ /// <summary>
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+ /// Pixel offset from XYZ coordinates calculator.
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+ /// </summary>
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+ public readonly OffsetCalculator Calculator;
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+
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+ /// <summary>
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+ /// Creates texture parameters.
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+ /// </summary>
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+ /// <param name="regionX">Copy region X coordinate</param>
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+ /// <param name="regionY">Copy region Y coordinate</param>
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+ /// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
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+ /// <param name="bpp">Bytes per pixel</param>
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+ /// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
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+ /// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
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+ public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
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+ {
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+ RegionX = regionX;
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+ RegionY = regionY;
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+ BaseOffset = baseOffset;
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+ Bpp = bpp;
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+ Linear = linear;
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+ Calculator = calculator;
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+ }
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+ }
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+
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+ [StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
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+ private struct UInt24
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+ {
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+ public byte Byte0;
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+ public byte Byte1;
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+ public byte Byte2;
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+ }
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+
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/// <summary>
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/// Creates a new instance of the DMA copy engine class.
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/// </summary>
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@@ -154,8 +218,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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{
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// Buffer to texture copy.
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int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
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- int srcBpp = remap ? ((int)_state.State.SetRemapComponentsNumSrcComponents + 1) * componentSize : 1;
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- int dstBpp = remap ? ((int)_state.State.SetRemapComponentsNumDstComponents + 1) * componentSize : 1;
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+ int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
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+ int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
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+ int srcBpp = remap ? srcComponents * componentSize : 1;
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+ int dstBpp = remap ? dstComponents * componentSize : 1;
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var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
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var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
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@@ -274,63 +340,51 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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}
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- unsafe bool Convert<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan) where T : unmanaged
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- {
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- if (srcLinear && dstLinear && srcBpp == dstBpp)
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- {
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- // Optimized path for purely linear copies - we don't need to calculate every single byte offset,
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- // and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
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- for (int y = 0; y < yCount; y++)
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- {
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- srcCalculator.SetY(srcRegionY + y);
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- dstCalculator.SetY(dstRegionY + y);
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- int srcOffset = srcCalculator.GetOffset(srcRegionX);
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- int dstOffset = dstCalculator.GetOffset(dstRegionX);
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- srcSpan.Slice(srcOffset - srcBaseOffset, xCount * srcBpp)
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- .CopyTo(dstSpan.Slice(dstOffset - dstBaseOffset, xCount * dstBpp));
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- }
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- }
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- else
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- {
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- fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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- {
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- byte* dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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- byte* srcBase = srcPtr - srcBaseOffset;
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-
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- for (int y = 0; y < yCount; y++)
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- {
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- srcCalculator.SetY(srcRegionY + y);
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- dstCalculator.SetY(dstRegionY + y);
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-
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- for (int x = 0; x < xCount; x++)
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- {
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- int srcOffset = srcCalculator.GetOffset(srcRegionX + x);
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- int dstOffset = dstCalculator.GetOffset(dstRegionX + x);
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-
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- *(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
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- }
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- }
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- }
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- }
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-
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- return true;
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- }
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-
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// OPT: This allocates a (potentially) huge temporary array and then copies an existing
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// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
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// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
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Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
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- bool _ = srcBpp switch
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+ TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
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+ TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
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+
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+ // If remapping is enabled, we always copy the components directly, in order.
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+ // If it's enabled, but the mapping is just XYZW, we also copy them in order.
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+ bool isIdentityRemap = !remap ||
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+ (_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
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+ (dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
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+ (dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
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+ (dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
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+
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+ if (isIdentityRemap)
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{
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- 1 => Convert<byte>(dstSpan, srcSpan),
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- 2 => Convert<ushort>(dstSpan, srcSpan),
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- 4 => Convert<uint>(dstSpan, srcSpan),
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- 8 => Convert<ulong>(dstSpan, srcSpan),
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- 12 => Convert<Bpp12Pixel>(dstSpan, srcSpan),
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- 16 => Convert<Vector128<byte>>(dstSpan, srcSpan),
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- _ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.")
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- };
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+ // The order of the components doesn't change, so we can just copy directly
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+ // (with layout conversion if necessary).
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+
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+ switch (srcBpp)
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+ {
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+ case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
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+ }
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+ }
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+ else
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+ {
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+ // The order or value of the components might change.
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+
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+ switch (componentSize)
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+ {
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+ case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
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+ default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
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+ }
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+ }
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memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
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}
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@@ -372,6 +426,133 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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}
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+ /// <summary>
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+ /// Copies data from one texture to another, while performing layout conversion if necessary.
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+ /// </summary>
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+ /// <typeparam name="T">Pixel type</typeparam>
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+ /// <param name="dstSpan">Destination texture memory region</param>
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+ /// <param name="srcSpan">Source texture memory region</param>
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+ /// <param name="dst">Destination texture parameters</param>
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+ /// <param name="src">Source texture parameters</param>
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+ private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
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+ {
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+ int xCount = (int)_state.State.LineLengthIn;
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+ int yCount = (int)_state.State.LineCount;
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+
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+ if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
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+ {
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+ // Optimized path for purely linear copies - we don't need to calculate every single byte offset,
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+ // and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
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+ for (int y = 0; y < yCount; y++)
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+ {
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+ src.Calculator.SetY(src.RegionY + y);
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+ dst.Calculator.SetY(dst.RegionY + y);
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+ int srcOffset = src.Calculator.GetOffset(src.RegionX);
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+ int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
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+ srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
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+ .CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
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+ }
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+ }
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+ else
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+ {
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+ fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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+ {
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+ byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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+ byte* srcBase = srcPtr - src.BaseOffset;
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+
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+ for (int y = 0; y < yCount; y++)
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+ {
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+ src.Calculator.SetY(src.RegionY + y);
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+ dst.Calculator.SetY(dst.RegionY + y);
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+
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+ for (int x = 0; x < xCount; x++)
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+ {
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+ int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
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+ int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
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+
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+ *(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
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+ }
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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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+ /// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
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+ /// </summary>
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+ /// <typeparam name="T">Pixel type</typeparam>
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+ /// <param name="dstSpan">Destination texture memory region</param>
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+ /// <param name="dst">Destination texture parameters</param>
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+ /// <param name="fillValue">Constant pixel value to be set</param>
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+ private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
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+ {
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+ int xCount = (int)_state.State.LineLengthIn;
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+ int yCount = (int)_state.State.LineCount;
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+
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+ fixed (byte* dstPtr = dstSpan)
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+ {
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+ byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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+
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+ for (int y = 0; y < yCount; y++)
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+ {
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+ dst.Calculator.SetY(dst.RegionY + y);
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+
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+ for (int x = 0; x < xCount; x++)
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+ {
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+ int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
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+
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+ *(T*)(dstBase + dstOffset) = fillValue;
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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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+ /// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
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+ /// </summary>
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+ /// <typeparam name="T">Pixel type</typeparam>
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+ /// <param name="dstSpan">Destination texture memory region</param>
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+ /// <param name="srcSpan">Source texture memory region</param>
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+ /// <param name="dst">Destination texture parameters</param>
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+ /// <param name="src">Source texture parameters</param>
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+ private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
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+ {
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+ int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
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+
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+ for (int i = 0; i < dstComponents; i++)
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+ {
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+ SetRemapComponentsDst componentsDst = i switch
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+ {
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+ 0 => _state.State.SetRemapComponentsDstX,
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+ 1 => _state.State.SetRemapComponentsDstY,
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+ 2 => _state.State.SetRemapComponentsDstZ,
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+ _ => _state.State.SetRemapComponentsDstW
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+ };
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+
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+ switch (componentsDst)
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+ {
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+ case SetRemapComponentsDst.SrcX:
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+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
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+ break;
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+ case SetRemapComponentsDst.SrcY:
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+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
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+ break;
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+ case SetRemapComponentsDst.SrcZ:
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+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
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+ break;
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+ case SetRemapComponentsDst.SrcW:
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+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
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+ break;
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+ case SetRemapComponentsDst.ConstA:
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+ Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
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+ break;
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+ case SetRemapComponentsDst.ConstB:
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+ Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
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+ break;
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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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/// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
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/// </summary>
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