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Force CPU copy for non-identity DMA remap (#6293)
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0c73eba3db
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1 changed files with 9 additions and 9 deletions
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@ -277,6 +277,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
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// If remapping is disabled, we always copy the components directly, in order.
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// If it's enabled, but the mapping is just XYZW, we also copy them in order.
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bool isIdentityRemap = !remap ||
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(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
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(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
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(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
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(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
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bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
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bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
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bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
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bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
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@ -284,7 +292,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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// but only if we are doing a complete copy,
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// but only if we are doing a complete copy,
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// and not for block linear to linear copies, since those are typically accessed from the CPU.
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// and not for block linear to linear copies, since those are typically accessed from the CPU.
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if (completeSource && completeDest && !(dstLinear && !srcLinear))
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if (completeSource && completeDest && !(dstLinear && !srcLinear) && isIdentityRemap)
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{
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{
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var target = memoryManager.Physical.TextureCache.FindTexture(
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var target = memoryManager.Physical.TextureCache.FindTexture(
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memoryManager,
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memoryManager,
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@ -353,14 +361,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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TextureParams srcParams = new(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
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TextureParams srcParams = new(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
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TextureParams dstParams = new(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
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TextureParams dstParams = new(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
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// If remapping is enabled, we always copy the components directly, in order.
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// If it's enabled, but the mapping is just XYZW, we also copy them in order.
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bool isIdentityRemap = !remap ||
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(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
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(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
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(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
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(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
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if (isIdentityRemap)
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if (isIdentityRemap)
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{
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{
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// The order of the components doesn't change, so we can just copy directly
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// The order of the components doesn't change, so we can just copy directly
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