Implement DMA texture copy component shuffle (#4717)
* Implement DMA texture copy component shuffle * Set UInt24 alignment to 1
This commit is contained in:
parent
4dd77316f7
commit
db4242c5dc
@ -6,6 +6,7 @@ using Ryujinx.Graphics.Texture;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Runtime.Intrinsics;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
||||
@ -32,6 +33,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
||||
RemapEnable = 1 << 10
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Texture parameters for copy.
|
||||
/// </summary>
|
||||
private struct TextureParams
|
||||
{
|
||||
/// <summary>
|
||||
/// Copy region X coordinate.
|
||||
/// </summary>
|
||||
public readonly int RegionX;
|
||||
|
||||
/// <summary>
|
||||
/// Copy region Y coordinate.
|
||||
/// </summary>
|
||||
public readonly int RegionY;
|
||||
|
||||
/// <summary>
|
||||
/// Offset from the base pointer of the data in memory.
|
||||
/// </summary>
|
||||
public readonly int BaseOffset;
|
||||
|
||||
/// <summary>
|
||||
/// Bytes per pixel.
|
||||
/// </summary>
|
||||
public readonly int Bpp;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the texture is linear. If false, the texture is block linear.
|
||||
/// </summary>
|
||||
public readonly bool Linear;
|
||||
|
||||
/// <summary>
|
||||
/// Pixel offset from XYZ coordinates calculator.
|
||||
/// </summary>
|
||||
public readonly OffsetCalculator Calculator;
|
||||
|
||||
/// <summary>
|
||||
/// Creates texture parameters.
|
||||
/// </summary>
|
||||
/// <param name="regionX">Copy region X coordinate</param>
|
||||
/// <param name="regionY">Copy region Y coordinate</param>
|
||||
/// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
|
||||
/// <param name="bpp">Bytes per pixel</param>
|
||||
/// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
|
||||
/// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
|
||||
public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
|
||||
{
|
||||
RegionX = regionX;
|
||||
RegionY = regionY;
|
||||
BaseOffset = baseOffset;
|
||||
Bpp = bpp;
|
||||
Linear = linear;
|
||||
Calculator = calculator;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
|
||||
private struct UInt24
|
||||
{
|
||||
public byte Byte0;
|
||||
public byte Byte1;
|
||||
public byte Byte2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the DMA copy engine class.
|
||||
/// </summary>
|
||||
@ -154,8 +218,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
||||
{
|
||||
// Buffer to texture copy.
|
||||
int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
|
||||
int srcBpp = remap ? ((int)_state.State.SetRemapComponentsNumSrcComponents + 1) * componentSize : 1;
|
||||
int dstBpp = remap ? ((int)_state.State.SetRemapComponentsNumDstComponents + 1) * componentSize : 1;
|
||||
int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
|
||||
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
|
||||
int srcBpp = remap ? srcComponents * componentSize : 1;
|
||||
int dstBpp = remap ? dstComponents * componentSize : 1;
|
||||
|
||||
var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
|
||||
var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
|
||||
@ -274,63 +340,51 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
||||
}
|
||||
}
|
||||
|
||||
unsafe bool Convert<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan) where T : unmanaged
|
||||
{
|
||||
if (srcLinear && dstLinear && srcBpp == dstBpp)
|
||||
{
|
||||
// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
|
||||
// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
|
||||
for (int y = 0; y < yCount; y++)
|
||||
{
|
||||
srcCalculator.SetY(srcRegionY + y);
|
||||
dstCalculator.SetY(dstRegionY + y);
|
||||
int srcOffset = srcCalculator.GetOffset(srcRegionX);
|
||||
int dstOffset = dstCalculator.GetOffset(dstRegionX);
|
||||
srcSpan.Slice(srcOffset - srcBaseOffset, xCount * srcBpp)
|
||||
.CopyTo(dstSpan.Slice(dstOffset - dstBaseOffset, xCount * dstBpp));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
|
||||
{
|
||||
byte* dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
|
||||
byte* srcBase = srcPtr - srcBaseOffset;
|
||||
|
||||
for (int y = 0; y < yCount; y++)
|
||||
{
|
||||
srcCalculator.SetY(srcRegionY + y);
|
||||
dstCalculator.SetY(dstRegionY + y);
|
||||
|
||||
for (int x = 0; x < xCount; x++)
|
||||
{
|
||||
int srcOffset = srcCalculator.GetOffset(srcRegionX + x);
|
||||
int dstOffset = dstCalculator.GetOffset(dstRegionX + x);
|
||||
|
||||
*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// OPT: This allocates a (potentially) huge temporary array and then copies an existing
|
||||
// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
|
||||
// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
|
||||
Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
|
||||
|
||||
bool _ = srcBpp switch
|
||||
TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
|
||||
TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
|
||||
|
||||
// If remapping is enabled, we always copy the components directly, in order.
|
||||
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
|
||||
bool isIdentityRemap = !remap ||
|
||||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
|
||||
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
|
||||
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
|
||||
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
|
||||
|
||||
if (isIdentityRemap)
|
||||
{
|
||||
1 => Convert<byte>(dstSpan, srcSpan),
|
||||
2 => Convert<ushort>(dstSpan, srcSpan),
|
||||
4 => Convert<uint>(dstSpan, srcSpan),
|
||||
8 => Convert<ulong>(dstSpan, srcSpan),
|
||||
12 => Convert<Bpp12Pixel>(dstSpan, srcSpan),
|
||||
16 => Convert<Vector128<byte>>(dstSpan, srcSpan),
|
||||
_ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.")
|
||||
};
|
||||
// The order of the components doesn't change, so we can just copy directly
|
||||
// (with layout conversion if necessary).
|
||||
|
||||
switch (srcBpp)
|
||||
{
|
||||
case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// The order or value of the components might change.
|
||||
|
||||
switch (componentSize)
|
||||
{
|
||||
case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
|
||||
default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
|
||||
}
|
||||
}
|
||||
|
||||
memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
|
||||
}
|
||||
@ -372,6 +426,133 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies data from one texture to another, while performing layout conversion if necessary.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Pixel type</typeparam>
|
||||
/// <param name="dstSpan">Destination texture memory region</param>
|
||||
/// <param name="srcSpan">Source texture memory region</param>
|
||||
/// <param name="dst">Destination texture parameters</param>
|
||||
/// <param name="src">Source texture parameters</param>
|
||||
private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
|
||||
{
|
||||
int xCount = (int)_state.State.LineLengthIn;
|
||||
int yCount = (int)_state.State.LineCount;
|
||||
|
||||
if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
|
||||
{
|
||||
// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
|
||||
// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
|
||||
for (int y = 0; y < yCount; y++)
|
||||
{
|
||||
src.Calculator.SetY(src.RegionY + y);
|
||||
dst.Calculator.SetY(dst.RegionY + y);
|
||||
int srcOffset = src.Calculator.GetOffset(src.RegionX);
|
||||
int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
|
||||
srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
|
||||
.CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
|
||||
{
|
||||
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
|
||||
byte* srcBase = srcPtr - src.BaseOffset;
|
||||
|
||||
for (int y = 0; y < yCount; y++)
|
||||
{
|
||||
src.Calculator.SetY(src.RegionY + y);
|
||||
dst.Calculator.SetY(dst.RegionY + y);
|
||||
|
||||
for (int x = 0; x < xCount; x++)
|
||||
{
|
||||
int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
|
||||
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
|
||||
|
||||
*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Pixel type</typeparam>
|
||||
/// <param name="dstSpan">Destination texture memory region</param>
|
||||
/// <param name="dst">Destination texture parameters</param>
|
||||
/// <param name="fillValue">Constant pixel value to be set</param>
|
||||
private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
|
||||
{
|
||||
int xCount = (int)_state.State.LineLengthIn;
|
||||
int yCount = (int)_state.State.LineCount;
|
||||
|
||||
fixed (byte* dstPtr = dstSpan)
|
||||
{
|
||||
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
|
||||
|
||||
for (int y = 0; y < yCount; y++)
|
||||
{
|
||||
dst.Calculator.SetY(dst.RegionY + y);
|
||||
|
||||
for (int x = 0; x < xCount; x++)
|
||||
{
|
||||
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
|
||||
|
||||
*(T*)(dstBase + dstOffset) = fillValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Pixel type</typeparam>
|
||||
/// <param name="dstSpan">Destination texture memory region</param>
|
||||
/// <param name="srcSpan">Source texture memory region</param>
|
||||
/// <param name="dst">Destination texture parameters</param>
|
||||
/// <param name="src">Source texture parameters</param>
|
||||
private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
|
||||
{
|
||||
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
|
||||
|
||||
for (int i = 0; i < dstComponents; i++)
|
||||
{
|
||||
SetRemapComponentsDst componentsDst = i switch
|
||||
{
|
||||
0 => _state.State.SetRemapComponentsDstX,
|
||||
1 => _state.State.SetRemapComponentsDstY,
|
||||
2 => _state.State.SetRemapComponentsDstZ,
|
||||
_ => _state.State.SetRemapComponentsDstW
|
||||
};
|
||||
|
||||
switch (componentsDst)
|
||||
{
|
||||
case SetRemapComponentsDst.SrcX:
|
||||
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
|
||||
break;
|
||||
case SetRemapComponentsDst.SrcY:
|
||||
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
|
||||
break;
|
||||
case SetRemapComponentsDst.SrcZ:
|
||||
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
|
||||
break;
|
||||
case SetRemapComponentsDst.SrcW:
|
||||
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
|
||||
break;
|
||||
case SetRemapComponentsDst.ConstA:
|
||||
Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
|
||||
break;
|
||||
case SetRemapComponentsDst.ConstB:
|
||||
Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
|
||||
/// </summary>
|
||||
|
Loading…
Reference in New Issue
Block a user