Workaround for AMD and Intel view format bug (#1050)
* Workaround for Intel view format bug * Dispose of the intermmediate texture aswell * Apply workaround on AMD aswell
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5c1757f7c2
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7 changed files with 222 additions and 119 deletions
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@ -7,22 +7,30 @@ 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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public static void Copy(
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TextureCreateInfo srcInfo,
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TextureCreateInfo dstInfo,
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int srcHandle,
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int dstHandle,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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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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int srcWidth = srcInfo.Width;
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int srcHeight = srcInfo.Height;
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int srcDepth = srcInfo.GetDepthOrLayers();
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int srcLevels = srcInfo.Levels;
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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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int dstWidth = dstInfo.Width;
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int dstHeight = dstInfo.Height;
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int dstDepth = dstInfo.GetDepthOrLayers();
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int dstLevels = dstInfo.Levels;
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dstWidth = Math.Max(1, dstWidth >> dstLevel);
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dstHeight = Math.Max(1, dstHeight >> dstLevel);
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if (dst.Target == Target.Texture3D)
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if (dstInfo.Target == Target.Texture3D)
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{
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dstDepth = Math.Max(1, dstDepth >> dstLevel);
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}
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@ -31,15 +39,15 @@ namespace Ryujinx.Graphics.OpenGL
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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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if (!srcInfo.IsCompressed && dstInfo.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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dstWidth = BitUtils.DivRoundUp(dstWidth, dstInfo.BlockWidth);
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dstHeight = BitUtils.DivRoundUp(dstHeight, dstInfo.BlockHeight);
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}
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else if (src.IsCompressed && !dst.IsCompressed)
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else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
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{
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dstWidth *= dst.BlockWidth;
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dstHeight *= dst.BlockHeight;
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dstWidth *= dstInfo.BlockWidth;
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dstHeight *= dstInfo.BlockHeight;
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}
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int width = Math.Min(srcWidth, dstWidth);
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@ -50,20 +58,20 @@ namespace Ryujinx.Graphics.OpenGL
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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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if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.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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srcHandle,
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srcInfo.Target.ConvertToImageTarget(),
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srcLevel + 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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srcLayer,
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dstHandle,
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dstInfo.Target.ConvertToImageTarget(),
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dstLevel + level,
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0,
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0,
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@ -72,10 +80,10 @@ namespace Ryujinx.Graphics.OpenGL
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height,
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depth);
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width = Math.Max(1, width >> 1);
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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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if (srcInfo.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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