diff options
Diffstat (limited to 'Ryujinx.Graphics.OpenGL/Image/TextureCopyUnscaled.cs')
-rw-r--r-- | Ryujinx.Graphics.OpenGL/Image/TextureCopyUnscaled.cs | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Image/TextureCopyUnscaled.cs b/Ryujinx.Graphics.OpenGL/Image/TextureCopyUnscaled.cs new file mode 100644 index 00000000..28401138 --- /dev/null +++ b/Ryujinx.Graphics.OpenGL/Image/TextureCopyUnscaled.cs @@ -0,0 +1,93 @@ +using OpenTK.Graphics.OpenGL; +using Ryujinx.Common; +using Ryujinx.Graphics.GAL; +using System; + +namespace Ryujinx.Graphics.OpenGL.Image +{ + static class TextureCopyUnscaled + { + public static void Copy( + TextureCreateInfo srcInfo, + TextureCreateInfo dstInfo, + int srcHandle, + int dstHandle, + int srcLayer, + int dstLayer, + int srcLevel, + int dstLevel) + { + 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; + + dstWidth = Math.Max(1, dstWidth >> dstLevel); + dstHeight = Math.Max(1, dstHeight >> dstLevel); + + if (dstInfo.Target == Target.Texture3D) + { + dstDepth = Math.Max(1, dstDepth >> dstLevel); + } + + // 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) + { + dstWidth = BitUtils.DivRoundUp(dstWidth, dstInfo.BlockWidth); + dstHeight = BitUtils.DivRoundUp(dstHeight, dstInfo.BlockHeight); + } + else if (srcInfo.IsCompressed && !dstInfo.IsCompressed) + { + dstWidth *= dstInfo.BlockWidth; + dstHeight *= dstInfo.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; + } + + GL.CopyImageSubData( + srcHandle, + srcInfo.Target.ConvertToImageTarget(), + srcLevel + level, + 0, + 0, + srcLayer, + dstHandle, + dstInfo.Target.ConvertToImageTarget(), + dstLevel + level, + 0, + 0, + dstLayer, + width, + height, + depth); + + width = Math.Max(1, width >> 1); + height = Math.Max(1, height >> 1); + + if (srcInfo.Target == Target.Texture3D) + { + depth = Math.Max(1, depth >> 1); + } + } + } + } +} |