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rsx: Texture fixes
- gl/vk: Fix subresource copy/blit - gl/vk: Fix default_component_map reading - vk: Reimplement cell readback path and improve software channel decoder - Properly name the subresource layout field - its in blocks not bytes! - Implement d24s8 upload from memory correctly - Do not ignore DEPTH_FLOAT textures - they are depth textures and abide by the depth compare rules - NOTE: Redirection of 16-bit textures is not implemented yet
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63d9cb37ec
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a42b00488d
15 changed files with 591 additions and 557 deletions
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@ -167,7 +167,7 @@ namespace
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current_subresource_layout.depth = depth;
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// src_pitch in texture can uses 20 bits so fits on 32 bits int.
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u32 src_pitch_in_block = padded_row ? suggested_pitch_in_bytes / block_size_in_bytes : miplevel_width_in_block;
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current_subresource_layout.pitch_in_bytes = src_pitch_in_block;
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current_subresource_layout.pitch_in_block = src_pitch_in_block;
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current_subresource_layout.data = gsl::span<const gsl::byte>(texture_data_pointer + offset_in_src, src_pitch_in_block * block_size_in_bytes * miplevel_height_in_block * depth);
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@ -277,7 +277,7 @@ void upload_texture_subresource(gsl::span<gsl::byte> dst_buffer, const rsx_subre
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u16 w = src_layout.width_in_block;
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u16 h = src_layout.height_in_block;
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u16 depth = src_layout.depth;
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u32 pitch = src_layout.pitch_in_bytes;
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u32 pitch = src_layout.pitch_in_block;
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// Ignore when texture width > pitch
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if (w > pitch)
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@ -290,7 +290,7 @@ void upload_texture_subresource(gsl::span<gsl::byte> dst_buffer, const rsx_subre
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if (is_swizzled)
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copy_unmodified_block_swizzled::copy_mipmap_level(as_span_workaround<u8>(dst_buffer), gsl::as_span<const u8>(src_layout.data), w, h, depth, get_row_pitch_in_block<u8>(w, dst_row_pitch_multiple_of));
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else
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u8>(dst_buffer), gsl::as_span<const u8>(src_layout.data), w, h, depth, get_row_pitch_in_block<u8>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u8>(dst_buffer), gsl::as_span<const u8>(src_layout.data), w, h, depth, get_row_pitch_in_block<u8>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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}
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@ -312,34 +312,42 @@ void upload_texture_subresource(gsl::span<gsl::byte> dst_buffer, const rsx_subre
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if (is_swizzled)
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copy_unmodified_block_swizzled::copy_mipmap_level(as_span_workaround<u16>(dst_buffer), gsl::as_span<const be_t<u16>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u16>(w, dst_row_pitch_multiple_of));
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else
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u16>(dst_buffer), gsl::as_span<const be_t<u16>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u16>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u16>(dst_buffer), gsl::as_span<const be_t<u16>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u16>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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}
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case CELL_GCM_TEXTURE_DEPTH24_D8: // Untested
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case CELL_GCM_TEXTURE_DEPTH24_D8:
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case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: // Untested
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{
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if (is_swizzled)
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copy_unmodified_block_swizzled::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const be_t<u32>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of));
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else
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const be_t<u32>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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}
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case CELL_GCM_TEXTURE_A8R8G8B8:
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case CELL_GCM_TEXTURE_D8R8G8B8:
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{
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if (is_swizzled)
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copy_unmodified_block_swizzled::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const u32>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of));
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else
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const u32>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const u32>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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}
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case CELL_GCM_TEXTURE_Y16_X16:
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
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case CELL_GCM_TEXTURE_X32_FLOAT:
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const be_t<u32>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u32>(dst_buffer), gsl::as_span<const be_t<u32>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u32>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT:
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u64>(dst_buffer), gsl::as_span<const be_t<u64>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u64>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u64>(dst_buffer), gsl::as_span<const be_t<u64>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u64>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT:
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u128>(dst_buffer), gsl::as_span<const be_t<u128>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u128>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u128>(dst_buffer), gsl::as_span<const be_t<u128>>(src_layout.data), w, h, depth, get_row_pitch_in_block<u128>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_DXT1:
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@ -348,11 +356,11 @@ void upload_texture_subresource(gsl::span<gsl::byte> dst_buffer, const rsx_subre
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// PS3 uses the Nvidia VTC memory layout for compressed 3D textures.
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// This is only supported using Nvidia OpenGL.
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// Remove the VTC tiling to support ATI and Vulkan.
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copy_unmodified_block_vtc::copy_mipmap_level(as_span_workaround<u64>(dst_buffer), gsl::as_span<const u64>(src_layout.data), w, h, depth, get_row_pitch_in_block<u64>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block_vtc::copy_mipmap_level(as_span_workaround<u64>(dst_buffer), gsl::as_span<const u64>(src_layout.data), w, h, depth, get_row_pitch_in_block<u64>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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}
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else
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{
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u64>(dst_buffer), gsl::as_span<const u64>(src_layout.data), w, h, depth, get_row_pitch_in_block<u64>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u64>(dst_buffer), gsl::as_span<const u64>(src_layout.data), w, h, depth, get_row_pitch_in_block<u64>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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}
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break;
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@ -363,11 +371,11 @@ void upload_texture_subresource(gsl::span<gsl::byte> dst_buffer, const rsx_subre
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// PS3 uses the Nvidia VTC memory layout for compressed 3D textures.
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// This is only supported using Nvidia OpenGL.
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// Remove the VTC tiling to support ATI and Vulkan.
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copy_unmodified_block_vtc::copy_mipmap_level(as_span_workaround<u128>(dst_buffer), gsl::as_span<const u128>(src_layout.data), w, h, depth, get_row_pitch_in_block<u128>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block_vtc::copy_mipmap_level(as_span_workaround<u128>(dst_buffer), gsl::as_span<const u128>(src_layout.data), w, h, depth, get_row_pitch_in_block<u128>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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}
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else
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{
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u128>(dst_buffer), gsl::as_span<const u128>(src_layout.data), w, h, depth, get_row_pitch_in_block<u128>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_bytes);
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copy_unmodified_block::copy_mipmap_level(as_span_workaround<u128>(dst_buffer), gsl::as_span<const u128>(src_layout.data), w, h, depth, get_row_pitch_in_block<u128>(w, dst_row_pitch_multiple_of), src_layout.pitch_in_block);
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}
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break;
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