Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
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25 changed files with 1360 additions and 441 deletions
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@ -6,11 +6,16 @@ namespace Ryujinx.HLE.Gpu.Texture
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{
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static class TextureFactory
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{
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public static GalTexture MakeTexture(NvGpuVmm Vmm, long TicPosition)
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public static GalImage MakeTexture(NvGpuVmm Vmm, long TicPosition)
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{
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int[] Tic = ReadWords(Vmm, TicPosition, 8);
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GalTextureFormat Format = (GalTextureFormat)(Tic[0] & 0x7f);
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GalTextureType RType = (GalTextureType)((Tic[0] >> 7) & 7);
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GalTextureType GType = (GalTextureType)((Tic[0] >> 10) & 7);
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GalTextureType BType = (GalTextureType)((Tic[0] >> 13) & 7);
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GalTextureType AType = (GalTextureType)((Tic[0] >> 16) & 7);
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GalImageFormat Format = ImageFormatConverter.ConvertTexture((GalTextureFormat)(Tic[0] & 0x7f), RType, GType, BType, AType);
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GalTextureSource XSource = (GalTextureSource)((Tic[0] >> 19) & 7);
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GalTextureSource YSource = (GalTextureSource)((Tic[0] >> 22) & 7);
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@ -20,7 +25,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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int Width = (Tic[4] & 0xffff) + 1;
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int Height = (Tic[5] & 0xffff) + 1;
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return new GalTexture(
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return new GalImage(
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Width,
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Height,
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Format,
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