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https://github.com/Ryujinx/Ryujinx.git
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Implement DMA texture copy component shuffle (#4717)
* Implement DMA texture copy component shuffle * Set UInt24 alignment to 1
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@ -6,6 +6,7 @@ using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Engine.Dma
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@ -32,6 +33,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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RemapEnable = 1 << 10
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}
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/// <summary>
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/// Texture parameters for copy.
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/// </summary>
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private struct TextureParams
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{
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/// <summary>
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/// Copy region X coordinate.
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/// </summary>
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public readonly int RegionX;
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/// <summary>
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/// Copy region Y coordinate.
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/// </summary>
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public readonly int RegionY;
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/// <summary>
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/// Offset from the base pointer of the data in memory.
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/// </summary>
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public readonly int BaseOffset;
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/// <summary>
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/// Bytes per pixel.
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/// </summary>
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public readonly int Bpp;
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/// <summary>
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/// Whether the texture is linear. If false, the texture is block linear.
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/// </summary>
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public readonly bool Linear;
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/// <summary>
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/// Pixel offset from XYZ coordinates calculator.
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/// </summary>
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public readonly OffsetCalculator Calculator;
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/// <summary>
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/// Creates texture parameters.
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/// </summary>
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/// <param name="regionX">Copy region X coordinate</param>
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/// <param name="regionY">Copy region Y coordinate</param>
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/// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
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/// <param name="bpp">Bytes per pixel</param>
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/// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
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/// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
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public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
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{
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RegionX = regionX;
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RegionY = regionY;
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BaseOffset = baseOffset;
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Bpp = bpp;
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Linear = linear;
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Calculator = calculator;
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}
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}
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[StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
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private struct UInt24
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{
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public byte Byte0;
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public byte Byte1;
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public byte Byte2;
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}
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/// <summary>
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/// Creates a new instance of the DMA copy engine class.
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/// </summary>
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@ -154,8 +218,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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{
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// Buffer to texture copy.
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int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
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int srcBpp = remap ? ((int)_state.State.SetRemapComponentsNumSrcComponents + 1) * componentSize : 1;
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int dstBpp = remap ? ((int)_state.State.SetRemapComponentsNumDstComponents + 1) * componentSize : 1;
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int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
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int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
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int srcBpp = remap ? srcComponents * componentSize : 1;
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int dstBpp = remap ? dstComponents * componentSize : 1;
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var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
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var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
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@ -274,63 +340,51 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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}
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unsafe bool Convert<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan) where T : unmanaged
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{
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if (srcLinear && dstLinear && srcBpp == dstBpp)
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{
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// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
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// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
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for (int y = 0; y < yCount; y++)
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{
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srcCalculator.SetY(srcRegionY + y);
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dstCalculator.SetY(dstRegionY + y);
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int srcOffset = srcCalculator.GetOffset(srcRegionX);
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int dstOffset = dstCalculator.GetOffset(dstRegionX);
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srcSpan.Slice(srcOffset - srcBaseOffset, xCount * srcBpp)
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.CopyTo(dstSpan.Slice(dstOffset - dstBaseOffset, xCount * dstBpp));
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}
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}
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else
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{
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fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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{
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byte* dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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byte* srcBase = srcPtr - srcBaseOffset;
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for (int y = 0; y < yCount; y++)
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{
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srcCalculator.SetY(srcRegionY + y);
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dstCalculator.SetY(dstRegionY + y);
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for (int x = 0; x < xCount; x++)
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{
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int srcOffset = srcCalculator.GetOffset(srcRegionX + x);
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int dstOffset = dstCalculator.GetOffset(dstRegionX + x);
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*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
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}
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}
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}
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}
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return true;
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}
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// OPT: This allocates a (potentially) huge temporary array and then copies an existing
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// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
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// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
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Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
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bool _ = srcBpp switch
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TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
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TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
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// If remapping is enabled, we always copy the components directly, in order.
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// If it's enabled, but the mapping is just XYZW, we also copy them in order.
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bool isIdentityRemap = !remap ||
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(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
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(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
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(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
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(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
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if (isIdentityRemap)
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{
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1 => Convert<byte>(dstSpan, srcSpan),
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2 => Convert<ushort>(dstSpan, srcSpan),
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4 => Convert<uint>(dstSpan, srcSpan),
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8 => Convert<ulong>(dstSpan, srcSpan),
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12 => Convert<Bpp12Pixel>(dstSpan, srcSpan),
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16 => Convert<Vector128<byte>>(dstSpan, srcSpan),
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_ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.")
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};
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// The order of the components doesn't change, so we can just copy directly
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// (with layout conversion if necessary).
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switch (srcBpp)
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{
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case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
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default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
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}
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}
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else
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{
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// The order or value of the components might change.
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switch (componentSize)
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{
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case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
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default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
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}
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}
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memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
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}
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@ -372,6 +426,133 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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}
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/// <summary>
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/// Copies data from one texture to another, while performing layout conversion if necessary.
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/// </summary>
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/// <typeparam name="T">Pixel type</typeparam>
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/// <param name="dstSpan">Destination texture memory region</param>
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/// <param name="srcSpan">Source texture memory region</param>
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/// <param name="dst">Destination texture parameters</param>
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/// <param name="src">Source texture parameters</param>
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private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
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{
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int xCount = (int)_state.State.LineLengthIn;
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int yCount = (int)_state.State.LineCount;
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if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
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{
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// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
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// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
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for (int y = 0; y < yCount; y++)
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{
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src.Calculator.SetY(src.RegionY + y);
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dst.Calculator.SetY(dst.RegionY + y);
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int srcOffset = src.Calculator.GetOffset(src.RegionX);
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int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
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srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
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.CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
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}
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}
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else
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{
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fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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{
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byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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byte* srcBase = srcPtr - src.BaseOffset;
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for (int y = 0; y < yCount; y++)
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{
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src.Calculator.SetY(src.RegionY + y);
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dst.Calculator.SetY(dst.RegionY + y);
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for (int x = 0; x < xCount; x++)
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{
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int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
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int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
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*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
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}
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}
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}
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}
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}
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/// <summary>
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/// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
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/// </summary>
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/// <typeparam name="T">Pixel type</typeparam>
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/// <param name="dstSpan">Destination texture memory region</param>
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/// <param name="dst">Destination texture parameters</param>
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/// <param name="fillValue">Constant pixel value to be set</param>
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private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
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{
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int xCount = (int)_state.State.LineLengthIn;
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int yCount = (int)_state.State.LineCount;
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fixed (byte* dstPtr = dstSpan)
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{
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byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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for (int y = 0; y < yCount; y++)
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{
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dst.Calculator.SetY(dst.RegionY + y);
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for (int x = 0; x < xCount; x++)
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{
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int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
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*(T*)(dstBase + dstOffset) = fillValue;
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}
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}
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}
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}
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/// <summary>
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/// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
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/// </summary>
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/// <typeparam name="T">Pixel type</typeparam>
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/// <param name="dstSpan">Destination texture memory region</param>
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/// <param name="srcSpan">Source texture memory region</param>
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/// <param name="dst">Destination texture parameters</param>
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/// <param name="src">Source texture parameters</param>
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private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
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{
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int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
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for (int i = 0; i < dstComponents; i++)
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{
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SetRemapComponentsDst componentsDst = i switch
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{
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0 => _state.State.SetRemapComponentsDstX,
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1 => _state.State.SetRemapComponentsDstY,
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2 => _state.State.SetRemapComponentsDstZ,
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_ => _state.State.SetRemapComponentsDstW
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};
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switch (componentsDst)
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{
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case SetRemapComponentsDst.SrcX:
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Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
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break;
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case SetRemapComponentsDst.SrcY:
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Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
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break;
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case SetRemapComponentsDst.SrcZ:
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Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
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break;
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case SetRemapComponentsDst.SrcW:
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Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
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break;
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case SetRemapComponentsDst.ConstA:
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Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
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break;
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case SetRemapComponentsDst.ConstB:
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Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
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break;
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}
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}
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}
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/// <summary>
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/// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
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/// </summary>
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