diff --git a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs
index 1b517e63f4..0af0725a2f 100644
--- a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs
+++ b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs
@@ -651,9 +651,35 @@ namespace Ryujinx.Graphics.Gpu.Image
/// True if the format is valid, false otherwise
public static bool TryGetTextureFormat(uint encoded, bool isSrgb, out FormatInfo format)
{
- encoded |= (isSrgb ? 1u << 19 : 0u);
+ bool isPacked = (encoded & 0x80000000u) != 0;
+ if (isPacked)
+ {
+ encoded &= ~0x80000000u;
+ }
- return _textureFormats.TryGetValue((TextureFormat)encoded, out format);
+ encoded |= isSrgb ? 1u << 19 : 0u;
+
+ bool found = _textureFormats.TryGetValue((TextureFormat)encoded, out format);
+
+ if (found && isPacked && !format.Format.IsDepthOrStencil())
+ {
+ // If the packed flag is set, then the components of the pixel are tightly packed into the
+ // GPU registers on the shader.
+ // We can get the same behaviour by aliasing the texture as a format with the same amount of
+ // bytes per pixel, but only a single or the lowest possible number of components.
+
+ format = format.BytesPerPixel switch
+ {
+ 1 => new FormatInfo(Format.R8Unorm, 1, 1, 1, 1),
+ 2 => new FormatInfo(Format.R16Unorm, 1, 1, 2, 1),
+ 4 => new FormatInfo(Format.R32Float, 1, 1, 4, 1),
+ 8 => new FormatInfo(Format.R32G32Float, 1, 1, 8, 2),
+ 16 => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4),
+ _ => format,
+ };
+ }
+
+ return found;
}
///
diff --git a/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs b/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs
index 5af0471c02..eef38948dd 100644
--- a/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs
+++ b/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs
@@ -2,6 +2,8 @@ using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture;
using System;
+using System.Diagnostics;
+using System.Numerics;
namespace Ryujinx.Graphics.Gpu.Image
{
@@ -339,7 +341,20 @@ namespace Ryujinx.Graphics.Gpu.Image
if (lhs.FormatInfo.BytesPerPixel != rhs.FormatInfo.BytesPerPixel && IsIncompatibleFormatAliasingAllowed(lhs.FormatInfo, rhs.FormatInfo))
{
- alignedWidthMatches = lhsSize.Width * lhs.FormatInfo.BytesPerPixel == rhsSize.Width * rhs.FormatInfo.BytesPerPixel;
+ // If the formats are incompatible, but the texture strides match,
+ // we might allow them to be copy compatible depending on the format.
+ // The strides are aligned because the format with higher bytes per pixel
+ // might need a bit of padding at the end due to one width not being a multiple of the other.
+
+ Debug.Assert((1 << BitOperations.Log2((uint)lhs.FormatInfo.BytesPerPixel)) == lhs.FormatInfo.BytesPerPixel);
+ Debug.Assert((1 << BitOperations.Log2((uint)rhs.FormatInfo.BytesPerPixel)) == rhs.FormatInfo.BytesPerPixel);
+
+ int alignment = Math.Max(lhs.FormatInfo.BytesPerPixel, rhs.FormatInfo.BytesPerPixel);
+
+ int lhsStride = BitUtils.AlignUp(lhsSize.Width * lhs.FormatInfo.BytesPerPixel, alignment);
+ int rhsStride = BitUtils.AlignUp(rhsSize.Width * rhs.FormatInfo.BytesPerPixel, alignment);
+
+ alignedWidthMatches = lhsStride == rhsStride;
}
TextureViewCompatibility result = TextureViewCompatibility.Full;
@@ -718,7 +733,8 @@ namespace Ryujinx.Graphics.Gpu.Image
(lhsFormat, rhsFormat) = (rhsFormat, lhsFormat);
}
- return lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm;
+ return (lhsFormat.Format == Format.R8G8B8A8Unorm && rhsFormat.Format == Format.R32G32B32A32Float) ||
+ (lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm);
}
///
diff --git a/src/Ryujinx.Graphics.Gpu/Image/TexturePool.cs b/src/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
index 0fdb6cd649..a4035577d3 100644
--- a/src/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
+++ b/src/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
@@ -430,7 +430,7 @@ namespace Ryujinx.Graphics.Gpu.Image
if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
{
- if (gpuVa != 0 && (int)format > 0)
+ if (gpuVa != 0 && format != 0)
{
Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
}