Spanify Graphics Abstraction Layer (#1226)
* Spanify Graphics Abstraction Layer * Be explicit about BufferHandle size
This commit is contained in:
parent
cc8dbdd3fb
commit
5011640b30
24 changed files with 208 additions and 134 deletions
|
@ -1,93 +0,0 @@
|
|||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue