Support Array/3D depth-stencil render target, and single layer clears (#3400)
* Support Array/3D depth-stencil render target, and single layer clears * Alignment
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10 changed files with 157 additions and 34 deletions
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@ -349,6 +349,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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@ -357,6 +358,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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MemoryManager memoryManager,
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RtDepthStencilState dsState,
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Size3D size,
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bool layered,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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@ -364,9 +366,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
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Target target = (samplesInX | samplesInY) != 1
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? Target.Texture2DMultisample
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: Target.Texture2D;
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Target target;
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if (dsState.MemoryLayout.UnpackIsTarget3D())
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{
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target = Target.Texture3D;
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}
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else if ((samplesInX | samplesInY) != 1)
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{
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target = size.Depth > 1 && layered
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? Target.Texture2DMultisampleArray
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: Target.Texture2DMultisample;
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}
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else
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{
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target = size.Depth > 1 && layered
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? Target.Texture2DArray
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: Target.Texture2D;
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}
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FormatInfo formatInfo = dsState.Format.Convert();
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