Perform Compressed<->Uncompressed copies using Pixel Buffer Objects (#1732)

* PBO single layer copy, part 1

Still needs ability to take and set width/height slices. (using pack paramaters)

* PBO Copies pt 2

* Some fixes and cleanup.

* Misc Cleanup

* Move handle into the TextureInfo interface.

This interface is shared between texture storages and views.

* Move unscaled copy to the TextureCopy class.

* Address feedback.
This commit is contained in:
riperiperi 2020-11-20 16:30:59 +00:00 committed by GitHub
parent 9852cb9c9e
commit cf7044e37b
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7 changed files with 432 additions and 105 deletions

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@ -1,5 +1,6 @@
using Ryujinx.Graphics.GAL;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
@ -80,6 +81,116 @@ namespace Ryujinx.Graphics.OpenGL.Image
}
}
public void CopyUnscaled(
ITextureInfo src,
ITextureInfo dst,
int srcLayer,
int dstLayer,
int srcLevel,
int dstLevel)
{
TextureCreateInfo srcInfo = src.Info;
TextureCreateInfo dstInfo = dst.Info;
int srcHandle = src.Handle;
int dstHandle = dst.Handle;
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;
srcWidth = Math.Max(1, srcWidth >> srcLevel);
srcHeight = Math.Max(1, srcHeight >> srcLevel);
dstWidth = Math.Max(1, dstWidth >> dstLevel);
dstHeight = Math.Max(1, dstHeight >> dstLevel);
if (dstInfo.Target == Target.Texture3D)
{
dstDepth = Math.Max(1, dstDepth >> dstLevel);
}
int blockWidth = 1;
int blockHeight = 1;
bool sizeInBlocks = false;
// 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)
{
srcWidth *= dstInfo.BlockWidth;
srcHeight *= dstInfo.BlockHeight;
blockWidth = dstInfo.BlockWidth;
blockHeight = dstInfo.BlockHeight;
sizeInBlocks = true;
}
else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
{
dstWidth *= srcInfo.BlockWidth;
dstHeight *= srcInfo.BlockHeight;
blockWidth = srcInfo.BlockWidth;
blockHeight = srcInfo.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;
}
if ((width % blockWidth != 0 || height % blockHeight != 0) && src is TextureView srcView && dst is TextureView dstView)
{
PboCopy(srcView, dstView, srcLayer, dstLayer, srcLevel + level, dstLevel + level, width, height);
}
else
{
int copyWidth = sizeInBlocks ? BitUtils.DivRoundUp(width, blockWidth) : width;
int copyHeight = sizeInBlocks ? BitUtils.DivRoundUp(height, blockHeight) : height;
GL.CopyImageSubData(
srcHandle,
srcInfo.Target.ConvertToImageTarget(),
srcLevel + level,
0,
0,
srcLayer,
dstHandle,
dstInfo.Target.ConvertToImageTarget(),
dstLevel + level,
0,
0,
dstLayer,
copyWidth,
copyHeight,
depth);
}
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
if (srcInfo.Target == Target.Texture3D)
{
depth = Math.Max(1, depth >> 1);
}
}
}
private static void Attach(FramebufferTarget target, Format format, int handle)
{
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
@ -147,6 +258,88 @@ namespace Ryujinx.Graphics.OpenGL.Image
return to;
}
private TextureView PboCopy(TextureView from, TextureView to, int srcLayer, int dstLayer, int srcLevel, int dstLevel, int width, int height)
{
int dstWidth = width;
int dstHeight = height;
// The size of the source texture.
int unpackWidth = from.Width;
int unpackHeight = from.Height;
if (from.Info.IsCompressed != to.Info.IsCompressed)
{
if (from.Info.IsCompressed)
{
// Dest size is in pixels, but should be in blocks
dstWidth = BitUtils.DivRoundUp(width, from.Info.BlockWidth);
dstHeight = BitUtils.DivRoundUp(height, from.Info.BlockHeight);
// When copying from a compressed texture, the source size must be taken in blocks for unpacking to the uncompressed block texture.
unpackWidth = BitUtils.DivRoundUp(from.Info.Width, from.Info.BlockWidth);
unpackHeight = BitUtils.DivRoundUp(from.Info.Height, from.Info.BlockHeight);
}
else
{
// When copying to a compressed texture, the source size must be scaled by the block width for unpacking on the compressed target.
unpackWidth = from.Info.Width * to.Info.BlockWidth;
unpackHeight = from.Info.Height * to.Info.BlockHeight;
}
}
EnsurePbo(from);
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
// The source texture is written out in full, then the destination is taken as a slice from the data using unpack params.
// The offset points to the base at which the requested layer is at.
int offset = from.WriteToPbo2D(0, srcLayer, srcLevel);
// If the destination size is not an exact match for the source unpack parameters, we need to set them to slice the data correctly.
bool slice = (unpackWidth != dstWidth || unpackHeight != dstHeight);
if (slice)
{
// Set unpack parameters to take a slice of width/height:
GL.PixelStore(PixelStoreParameter.UnpackRowLength, unpackWidth);
GL.PixelStore(PixelStoreParameter.UnpackImageHeight, unpackHeight);
if (to.Info.IsCompressed)
{
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, to.Info.BlockWidth);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, to.Info.BlockHeight);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 1);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, to.Info.BytesPerPixel);
}
}
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
to.ReadFromPbo2D(offset, dstLayer, dstLevel, dstWidth, dstHeight);
if (slice)
{
// Reset unpack parameters
GL.PixelStore(PixelStoreParameter.UnpackRowLength, 0);
GL.PixelStore(PixelStoreParameter.UnpackImageHeight, 0);
if (to.Info.IsCompressed)
{
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, 0);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, 0);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 0);
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, 0);
}
}
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
return to;
}
private void EnsurePbo(TextureView view)
{
int requiredSize = 0;