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Fix some invalid blits involving depth textures (#4723)
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parent
6279f5e430
commit
4d1579acbf
5 changed files with 24 additions and 8 deletions
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@ -300,11 +300,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
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IsCopyRegionComplete(srcCopyTexture, srcCopyTextureFormat, srcX1, srcY1, srcX2, srcY2) &&
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IsCopyRegionComplete(dstCopyTexture, dstCopyTextureFormat, dstX1, dstY1, dstX2, dstY2);
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// We can only allow aliasing of color formats as depth if the source and destination textures
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// are the same, as we can't blit between different depth formats.
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bool srcDepthAlias = srcCopyTexture.Format == dstCopyTexture.Format;
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var srcTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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srcCopyTexture,
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offset,
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srcCopyTextureFormat,
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srcDepthAlias,
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!canDirectCopy,
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false,
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srcHint);
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@ -325,6 +330,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
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// When the source texture that was found has a depth format,
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// we must enforce the target texture also has a depth format,
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// as copies between depth and color formats are not allowed.
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// For depth blit, the destination texture format should always match exactly.
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if (srcTexture.Format.IsDepthOrStencil())
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{
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@ -340,7 +346,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
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dstCopyTexture,
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0,
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dstCopyTextureFormat,
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true,
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depthAlias: false,
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shouldCreate: true,
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srcTexture.ScaleMode == TextureScaleMode.Scaled,
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dstHint);
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@ -1118,7 +1118,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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bool forSampler = (flags & TextureSearchFlags.ForSampler) != 0;
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TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, forSampler, (flags & TextureSearchFlags.ForCopy) != 0);
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TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, forSampler, (flags & TextureSearchFlags.DepthAlias) != 0);
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if (matchQuality == TextureMatchQuality.NoMatch)
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{
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@ -249,6 +249,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <param name="offset">Offset to be added to the physical texture address</param>
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/// <param name="formatInfo">Format information of the copy texture</param>
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/// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param>
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/// <param name="shouldCreate">Indicates if a new texture should be created if none is found on the cache</param>
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/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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@ -257,6 +259,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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TwodTexture copyTexture,
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ulong offset,
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FormatInfo formatInfo,
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bool depthAlias,
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bool shouldCreate,
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bool preferScaling,
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Size sizeHint)
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@ -293,6 +296,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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TextureSearchFlags flags = TextureSearchFlags.ForCopy;
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if (depthAlias)
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{
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flags |= TextureSearchFlags.DepthAlias;
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}
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if (preferScaling)
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{
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flags |= TextureSearchFlags.WithUpscale;
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@ -220,18 +220,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="lhs">Texture information to compare</param>
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/// <param name="rhs">Texture information to compare with</param>
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/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
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/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
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/// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param>
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/// <returns>A value indicating how well the formats match</returns>
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public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
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public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool depthAlias)
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{
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// D32F and R32F texture have the same representation internally,
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// however the R32F format is used to sample from depth textures.
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if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
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if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || depthAlias))
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{
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return TextureMatchQuality.FormatAlias;
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}
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if (forCopy)
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if (depthAlias)
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{
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// The 2D engine does not support depth-stencil formats, so it will instead
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// use equivalent color formats. We must also consider them as compatible.
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@ -11,7 +11,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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None = 0,
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ForSampler = 1 << 1,
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ForCopy = 1 << 2,
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WithUpscale = 1 << 3,
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NoCreate = 1 << 4
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DepthAlias = 1 << 3,
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WithUpscale = 1 << 4,
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NoCreate = 1 << 5
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}
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}
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