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-rw-r--r--Ryujinx.Graphics.OpenGL/Image/TextureCopyIncompatible.cs252
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diff --git a/Ryujinx.Graphics.OpenGL/Image/TextureCopyIncompatible.cs b/Ryujinx.Graphics.OpenGL/Image/TextureCopyIncompatible.cs
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+++ b/Ryujinx.Graphics.OpenGL/Image/TextureCopyIncompatible.cs
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+using OpenTK.Graphics.OpenGL;
+using Ryujinx.Graphics.GAL;
+using System;
+using System.Collections.Generic;
+using System.Globalization;
+using System.Numerics;
+
+namespace Ryujinx.Graphics.OpenGL.Image
+{
+ class TextureCopyIncompatible
+ {
+ private const string ComputeShaderShortening = @"#version 450 core
+
+layout (binding = 0, $SRC_FORMAT$) uniform uimage2D src;
+layout (binding = 1, $DST_FORMAT$) uniform uimage2D dst;
+
+layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
+
+void main()
+{
+ uvec2 coords = gl_GlobalInvocationID.xy;
+ ivec2 imageSz = imageSize(src);
+
+ if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
+ {
+ return;
+ }
+
+ uint coordsShifted = coords.x << $RATIO_LOG2$;
+
+ uvec2 dstCoords0 = uvec2(coordsShifted, coords.y);
+ uvec2 dstCoords1 = uvec2(coordsShifted + 1, coords.y);
+ uvec2 dstCoords2 = uvec2(coordsShifted + 2, coords.y);
+ uvec2 dstCoords3 = uvec2(coordsShifted + 3, coords.y);
+
+ uvec4 rgba = imageLoad(src, ivec2(coords));
+
+ imageStore(dst, ivec2(dstCoords0), rgba.rrrr);
+ imageStore(dst, ivec2(dstCoords1), rgba.gggg);
+ imageStore(dst, ivec2(dstCoords2), rgba.bbbb);
+ imageStore(dst, ivec2(dstCoords3), rgba.aaaa);
+}";
+
+ private const string ComputeShaderWidening = @"#version 450 core
+
+layout (binding = 0, $SRC_FORMAT$) uniform uimage2D src;
+layout (binding = 1, $DST_FORMAT$) uniform uimage2D dst;
+
+layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
+
+void main()
+{
+ uvec2 coords = gl_GlobalInvocationID.xy;
+ ivec2 imageSz = imageSize(dst);
+
+ if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
+ {
+ return;
+ }
+
+ uvec2 srcCoords = uvec2(coords.x << $RATIO_LOG2$, coords.y);
+
+ uint r = imageLoad(src, ivec2(srcCoords) + ivec2(0, 0)).r;
+ uint g = imageLoad(src, ivec2(srcCoords) + ivec2(1, 0)).r;
+ uint b = imageLoad(src, ivec2(srcCoords) + ivec2(2, 0)).r;
+ uint a = imageLoad(src, ivec2(srcCoords) + ivec2(3, 0)).r;
+
+ imageStore(dst, ivec2(coords), uvec4(r, g, b, a));
+}";
+
+ private readonly OpenGLRenderer _renderer;
+ private readonly Dictionary<int, int> _shorteningProgramHandles;
+ private readonly Dictionary<int, int> _wideningProgramHandles;
+
+ public TextureCopyIncompatible(OpenGLRenderer renderer)
+ {
+ _renderer = renderer;
+ _shorteningProgramHandles = new Dictionary<int, int>();
+ _wideningProgramHandles = new Dictionary<int, int>();
+ }
+
+ public void CopyIncompatibleFormats(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int srcLevel, int dstLevel, int depth, int levels)
+ {
+ TextureCreateInfo srcInfo = src.Info;
+ TextureCreateInfo dstInfo = dst.Info;
+
+ int srcBpp = src.Info.BytesPerPixel;
+ int dstBpp = dst.Info.BytesPerPixel;
+
+ // Calculate ideal component size, given our constraints:
+ // - Component size must not exceed bytes per pixel of source and destination image formats.
+ // - Maximum component size is 4 (R32).
+ int componentSize = Math.Min(Math.Min(srcBpp, dstBpp), 4);
+
+ int srcComponentsCount = srcBpp / componentSize;
+ int dstComponentsCount = dstBpp / componentSize;
+
+ var srcFormat = GetFormat(componentSize, srcComponentsCount);
+ var dstFormat = GetFormat(componentSize, dstComponentsCount);
+
+ GL.UseProgram(srcBpp < dstBpp
+ ? GetWideningShader(componentSize, srcComponentsCount, dstComponentsCount)
+ : GetShorteningShader(componentSize, srcComponentsCount, dstComponentsCount));
+
+ for (int l = 0; l < levels; l++)
+ {
+ int srcWidth = Math.Max(1, src.Info.Width >> l);
+ int srcHeight = Math.Max(1, src.Info.Height >> l);
+
+ int dstWidth = Math.Max(1, dst.Info.Width >> l);
+ int dstHeight = Math.Max(1, dst.Info.Height >> l);
+
+ int width = Math.Min(srcWidth, dstWidth);
+ int height = Math.Min(srcHeight, dstHeight);
+
+ for (int z = 0; z < depth; z++)
+ {
+ GL.BindImageTexture(0, src.Handle, srcLevel + l, false, srcLayer + z, TextureAccess.ReadOnly, srcFormat);
+ GL.BindImageTexture(1, dst.Handle, dstLevel + l, false, dstLayer + z, TextureAccess.WriteOnly, dstFormat);
+
+ GL.DispatchCompute((width + 31) / 32, (height + 31) / 32, 1);
+ }
+ }
+
+ Pipeline pipeline = (Pipeline)_renderer.Pipeline;
+
+ pipeline.RestoreProgram();
+ pipeline.RestoreImages1And2();
+ }
+
+ private static SizedInternalFormat GetFormat(int componentSize, int componentsCount)
+ {
+ if (componentSize == 1)
+ {
+ return componentsCount switch
+ {
+ 1 => SizedInternalFormat.R8ui,
+ 2 => SizedInternalFormat.Rg8ui,
+ 4 => SizedInternalFormat.Rgba8ui,
+ _ => throw new ArgumentException($"Invalid components count {componentsCount}.")
+ };
+ }
+ else if (componentSize == 2)
+ {
+ return componentsCount switch
+ {
+ 1 => SizedInternalFormat.R16ui,
+ 2 => SizedInternalFormat.Rg16ui,
+ 4 => SizedInternalFormat.Rgba16ui,
+ _ => throw new ArgumentException($"Invalid components count {componentsCount}.")
+ };
+ }
+ else if (componentSize == 4)
+ {
+ return componentsCount switch
+ {
+ 1 => SizedInternalFormat.R32ui,
+ 2 => SizedInternalFormat.Rg32ui,
+ 4 => SizedInternalFormat.Rgba32ui,
+ _ => throw new ArgumentException($"Invalid components count {componentsCount}.")
+ };
+ }
+ else
+ {
+ throw new ArgumentException($"Invalid component size {componentSize}.");
+ }
+ }
+
+ private int GetShorteningShader(int componentSize, int srcComponentsCount, int dstComponentsCount)
+ {
+ return GetShader(ComputeShaderShortening, _shorteningProgramHandles, componentSize, srcComponentsCount, dstComponentsCount);
+ }
+
+ private int GetWideningShader(int componentSize, int srcComponentsCount, int dstComponentsCount)
+ {
+ return GetShader(ComputeShaderWidening, _wideningProgramHandles, componentSize, srcComponentsCount, dstComponentsCount);
+ }
+
+ private int GetShader(
+ string code,
+ Dictionary<int, int> programHandles,
+ int componentSize,
+ int srcComponentsCount,
+ int dstComponentsCount)
+ {
+ int componentSizeLog2 = BitOperations.Log2((uint)componentSize);
+
+ int srcIndex = componentSizeLog2 + BitOperations.Log2((uint)srcComponentsCount) * 3;
+ int dstIndex = componentSizeLog2 + BitOperations.Log2((uint)dstComponentsCount) * 3;
+
+ int key = srcIndex | (dstIndex << 8);
+
+ if (!programHandles.TryGetValue(key, out int programHandle))
+ {
+ int csHandle = GL.CreateShader(ShaderType.ComputeShader);
+
+ string[] formatTable = new[] { "r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui" };
+
+ string srcFormat = formatTable[srcIndex];
+ string dstFormat = formatTable[dstIndex];
+
+ int srcBpp = srcComponentsCount * componentSize;
+ int dstBpp = dstComponentsCount * componentSize;
+
+ int ratio = srcBpp < dstBpp ? dstBpp / srcBpp : srcBpp / dstBpp;
+ int ratioLog2 = BitOperations.Log2((uint)ratio);
+
+ GL.ShaderSource(csHandle, code
+ .Replace("$SRC_FORMAT$", srcFormat)
+ .Replace("$DST_FORMAT$", dstFormat)
+ .Replace("$RATIO_LOG2$", ratioLog2.ToString(CultureInfo.InvariantCulture)));
+
+ GL.CompileShader(csHandle);
+
+ programHandle = GL.CreateProgram();
+
+ GL.AttachShader(programHandle, csHandle);
+ GL.LinkProgram(programHandle);
+ GL.DetachShader(programHandle, csHandle);
+ GL.DeleteShader(csHandle);
+
+ GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out int status);
+
+ if (status == 0)
+ {
+ throw new Exception(GL.GetProgramInfoLog(programHandle));
+ }
+
+ programHandles.Add(key, programHandle);
+ }
+
+ return programHandle;
+ }
+
+ public void Dispose()
+ {
+ foreach (int handle in _shorteningProgramHandles.Values)
+ {
+ GL.DeleteProgram(handle);
+ }
+
+ _shorteningProgramHandles.Clear();
+
+ foreach (int handle in _wideningProgramHandles.Values)
+ {
+ GL.DeleteProgram(handle);
+ }
+
+ _wideningProgramHandles.Clear();
+ }
+ }
+}