mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 12:01:21 -08:00
86 lines
2.8 KiB
C#
86 lines
2.8 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|