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- using OpenTK.Graphics.OpenGL;
- using Ryujinx.Common;
- using Ryujinx.Graphics.GAL;
- using System;
- namespace Ryujinx.Graphics.OpenGL.Image
- {
- static class TextureCopyUnscaled
- {
- public static void Copy(
- TextureCreateInfo srcInfo,
- TextureCreateInfo dstInfo,
- int srcHandle,
- int dstHandle,
- int srcLayer,
- int dstLayer,
- int srcLevel,
- int dstLevel)
- {
- int srcWidth = srcInfo.Width;
- int srcHeight = srcInfo.Height;
- int srcDepth = srcInfo.GetDepthOrLayers();
- int srcLevels = srcInfo.Levels;
- int dstWidth = dstInfo.Width;
- int dstHeight = dstInfo.Height;
- int dstDepth = dstInfo.GetDepthOrLayers();
- int dstLevels = dstInfo.Levels;
- dstWidth = Math.Max(1, dstWidth >> dstLevel);
- dstHeight = Math.Max(1, dstHeight >> dstLevel);
- if (dstInfo.Target == Target.Texture3D)
- {
- dstDepth = Math.Max(1, dstDepth >> dstLevel);
- }
- // When copying from a compressed to a non-compressed format,
- // the non-compressed texture will have the size of the texture
- // in blocks (not in texels), so we must adjust that size to
- // match the size in texels of the compressed texture.
- if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
- {
- dstWidth = BitUtils.DivRoundUp(dstWidth, dstInfo.BlockWidth);
- dstHeight = BitUtils.DivRoundUp(dstHeight, dstInfo.BlockHeight);
- }
- else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
- {
- dstWidth *= dstInfo.BlockWidth;
- dstHeight *= dstInfo.BlockHeight;
- }
- int width = Math.Min(srcWidth, dstWidth);
- int height = Math.Min(srcHeight, dstHeight);
- int depth = Math.Min(srcDepth, dstDepth);
- int levels = Math.Min(srcLevels, dstLevels);
- for (int level = 0; level < levels; level++)
- {
- // Stop copy if we are already out of the levels range.
- if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
- {
- break;
- }
- GL.CopyImageSubData(
- srcHandle,
- srcInfo.Target.ConvertToImageTarget(),
- srcLevel + level,
- 0,
- 0,
- srcLayer,
- dstHandle,
- dstInfo.Target.ConvertToImageTarget(),
- dstLevel + level,
- 0,
- 0,
- dstLayer,
- width,
- height,
- depth);
- width = Math.Max(1, width >> 1);
- height = Math.Max(1, height >> 1);
- if (srcInfo.Target == Target.Texture3D)
- {
- depth = Math.Max(1, depth >> 1);
- }
- }
- }
- }
- }
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