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Clamp amount of mipmap levels to max allowed for all backends (#7197)
* Clamp amount of mipmap levels to max allowed for all backends * XML docs * Remove using
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@ -1,6 +1,5 @@
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using Ryujinx.Common;
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using System;
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using System.Numerics;
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namespace Ryujinx.Graphics.GAL
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{
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@ -113,25 +112,6 @@ namespace Ryujinx.Graphics.GAL
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return 1;
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}
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public int GetLevelsClamped()
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{
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int maxSize = Width;
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if (Target != Target.Texture1D &&
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Target != Target.Texture1DArray)
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{
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maxSize = Math.Max(maxSize, Height);
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}
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if (Target == Target.Texture3D)
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{
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maxSize = Math.Max(maxSize, Depth);
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}
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int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
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return Math.Min(Levels, maxLevels);
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}
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private static int GetLevelSize(int size, int level)
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{
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return Math.Max(1, size >> level);
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@ -6,6 +6,7 @@ using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Image
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@ -490,6 +491,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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levels = (maxLod - minLod) + 1;
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}
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levels = ClampLevels(target, width, height, depthOrLayers, levels);
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SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
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SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
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SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
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@ -540,6 +543,34 @@ namespace Ryujinx.Graphics.Gpu.Image
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swizzleA);
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}
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/// <summary>
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/// Clamps the amount of mipmap levels to the maximum allowed for the given texture dimensions.
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/// </summary>
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/// <param name="target">Number of texture dimensions (1D, 2D, 3D, Cube, etc)</param>
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/// <param name="width">Width of the texture</param>
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/// <param name="height">Height of the texture, ignored for 1D textures</param>
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/// <param name="depthOrLayers">Depth of the texture for 3D textures, otherwise ignored</param>
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/// <param name="levels">Original amount of mipmap levels</param>
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/// <returns>Clamped mipmap levels</returns>
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private static int ClampLevels(Target target, int width, int height, int depthOrLayers, int levels)
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{
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int maxSize = width;
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if (target != Target.Texture1D &&
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target != Target.Texture1DArray)
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{
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maxSize = Math.Max(maxSize, height);
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}
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if (target == Target.Texture3D)
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{
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maxSize = Math.Max(maxSize, depthOrLayers);
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}
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int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
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return Math.Min(levels, maxLevels);
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}
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/// <summary>
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/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
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/// The depth-stencil mode is determined based on how the driver sets those parameters.
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@ -48,7 +48,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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internalFormat = (SizedInternalFormat)format.PixelInternalFormat;
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}
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int levels = Info.GetLevelsClamped();
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int levels = Info.Levels;
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switch (Info.Target)
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{
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@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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pixelInternalFormat = format.PixelInternalFormat;
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}
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int levels = Info.GetLevelsClamped();
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int levels = Info.Levels;
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GL.TextureView(
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Handle,
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@ -267,7 +267,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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public unsafe PinnedSpan<byte> GetData()
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{
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int size = 0;
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int levels = Info.GetLevelsClamped();
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int levels = Info.Levels;
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for (int level = 0; level < levels; level++)
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{
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@ -426,7 +426,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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faces = 6;
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}
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int levels = Info.GetLevelsClamped();
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int levels = Info.Levels;
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for (int level = 0; level < levels; level++)
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{
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@ -716,7 +716,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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int width = Info.Width;
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int height = Info.Height;
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int depth = Info.Depth;
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int levels = Info.GetLevelsClamped();
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int levels = Info.Levels;
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int offset = 0;
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