Initial work
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85
Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs
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85
Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL.Texture;
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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static class TextureCopyUnscaled
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{
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public static void Copy(TextureView src, TextureView dst, int dstLayer, int dstLevel)
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{
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int srcWidth = src.Width;
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int srcHeight = src.Height;
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int srcDepth = src.DepthOrLayers;
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int srcLevels = src.Levels;
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srcWidth = Math.Max(1, srcWidth >> dstLevel);
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srcHeight = Math.Max(1, srcHeight >> dstLevel);
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if (src.Target == Target.Texture3D)
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{
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srcDepth = Math.Max(1, srcDepth >> dstLevel);
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}
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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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int dstDepth = dst.DepthOrLayers;
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int dstLevels = dst.Levels;
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// When copying from a compressed to a non-compressed format,
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// the non-compressed texture will have the size of the texture
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// in blocks (not in texels), so we must adjust that size to
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// match the size in texels of the compressed texture.
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if (!src.IsCompressed && dst.IsCompressed)
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{
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dstWidth = BitUtils.DivRoundUp(dstWidth, dst.BlockWidth);
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dstHeight = BitUtils.DivRoundUp(dstHeight, dst.BlockHeight);
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}
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else if (src.IsCompressed && !dst.IsCompressed)
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{
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dstWidth *= dst.BlockWidth;
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dstHeight *= dst.BlockHeight;
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}
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int width = Math.Min(srcWidth, dstWidth);
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int height = Math.Min(srcHeight, dstHeight);
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int depth = Math.Min(srcDepth, dstDepth);
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int levels = Math.Min(srcLevels, dstLevels);
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for (int level = 0; level < levels; level++)
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{
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// Stop copy if we are already out of the levels range.
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if (level >= src.Levels || dstLevel + level >= dst.Levels)
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{
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break;
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}
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GL.CopyImageSubData(
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src.Handle,
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src.Target.ConvertToImageTarget(),
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level,
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0,
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0,
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0,
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dst.Handle,
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dst.Target.ConvertToImageTarget(),
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dstLevel + level,
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0,
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0,
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dstLayer,
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width,
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height,
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depth);
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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if (src.Target == Target.Texture3D)
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{
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depth = Math.Max(1, depth >> 1);
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}
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}
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}
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}
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}
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