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-rw-r--r--Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs85
1 files changed, 85 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs b/Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs
new file mode 100644
index 00000000..dae492d9
--- /dev/null
+++ b/Ryujinx.Graphics.OpenGL/TextureCopyUnscaled.cs
@@ -0,0 +1,85 @@
+using Ryujinx.Common;
+using Ryujinx.Graphics.GAL.Texture;
+using OpenTK.Graphics.OpenGL;
+using System;
+
+namespace Ryujinx.Graphics.OpenGL
+{
+ static class TextureCopyUnscaled
+ {
+ public static void Copy(TextureView src, TextureView dst, int dstLayer, int dstLevel)
+ {
+ int srcWidth = src.Width;
+ int srcHeight = src.Height;
+ int srcDepth = src.DepthOrLayers;
+ int srcLevels = src.Levels;
+
+ srcWidth = Math.Max(1, srcWidth >> dstLevel);
+ srcHeight = Math.Max(1, srcHeight >> dstLevel);
+
+ if (src.Target == Target.Texture3D)
+ {
+ srcDepth = Math.Max(1, srcDepth >> dstLevel);
+ }
+
+ int dstWidth = dst.Width;
+ int dstHeight = dst.Height;
+ int dstDepth = dst.DepthOrLayers;
+ int dstLevels = dst.Levels;
+
+ // 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 (!src.IsCompressed && dst.IsCompressed)
+ {
+ dstWidth = BitUtils.DivRoundUp(dstWidth, dst.BlockWidth);
+ dstHeight = BitUtils.DivRoundUp(dstHeight, dst.BlockHeight);
+ }
+ else if (src.IsCompressed && !dst.IsCompressed)
+ {
+ dstWidth *= dst.BlockWidth;
+ dstHeight *= dst.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 >= src.Levels || dstLevel + level >= dst.Levels)
+ {
+ break;
+ }
+
+ GL.CopyImageSubData(
+ src.Handle,
+ src.Target.ConvertToImageTarget(),
+ level,
+ 0,
+ 0,
+ 0,
+ dst.Handle,
+ dst.Target.ConvertToImageTarget(),
+ dstLevel + level,
+ 0,
+ 0,
+ dstLayer,
+ width,
+ height,
+ depth);
+
+ width = Math.Max(1, width >> 1);
+ height = Math.Max(1, height >> 1);
+
+ if (src.Target == Target.Texture3D)
+ {
+ depth = Math.Max(1, depth >> 1);
+ }
+ }
+ }
+ }
+}