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https://github.com/Ryujinx/Ryujinx.git
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1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
186 lines
5.3 KiB
C#
186 lines
5.3 KiB
C#
using Ryujinx.Common;
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using System;
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namespace Ryujinx.Graphics.Texture
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{
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class BlockLinearSwizzle : ISwizzle
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{
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private const int GobWidth = 64;
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private const int GobHeight = 8;
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private const int GobSize = GobWidth * GobHeight;
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private int _texWidth;
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private int _texHeight;
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private int _texDepth;
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private int _texGobBlockHeight;
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private int _texGobBlockDepth;
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private int _texBpp;
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private int _bhMask;
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private int _bdMask;
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private int _bhShift;
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private int _bdShift;
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private int _bppShift;
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private int _xShift;
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private int _robSize;
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private int _sliceSize;
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private int _baseOffset;
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public BlockLinearSwizzle(
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int width,
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int height,
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int depth,
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int gobBlockHeight,
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int gobBlockDepth,
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int bpp)
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{
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_texWidth = width;
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_texHeight = height;
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_texDepth = depth;
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_texGobBlockHeight = gobBlockHeight;
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_texGobBlockDepth = gobBlockDepth;
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_texBpp = bpp;
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_bppShift = BitUtils.CountTrailingZeros32(bpp);
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SetMipLevel(0);
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}
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public void SetMipLevel(int level)
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{
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_baseOffset = GetMipOffset(level);
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int width = Math.Max(1, _texWidth >> level);
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int height = Math.Max(1, _texHeight >> level);
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int depth = Math.Max(1, _texDepth >> level);
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GobBlockSizes gbSizes = AdjustGobBlockSizes(height, depth);
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_bhMask = gbSizes.Height - 1;
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_bdMask = gbSizes.Depth - 1;
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_bhShift = BitUtils.CountTrailingZeros32(gbSizes.Height);
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_bdShift = BitUtils.CountTrailingZeros32(gbSizes.Depth);
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_xShift = BitUtils.CountTrailingZeros32(GobSize * gbSizes.Height * gbSizes.Depth);
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RobAndSliceSizes gsSizes = GetRobAndSliceSizes(width, height, gbSizes);
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_robSize = gsSizes.RobSize;
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_sliceSize = gsSizes.SliceSize;
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}
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public int GetImageSize(int mipsCount)
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{
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int size = GetMipOffset(mipsCount);
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size = (size + 0x1fff) & ~0x1fff;
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return size;
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}
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public int GetMipOffset(int level)
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{
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int totalSize = 0;
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for (int index = 0; index < level; index++)
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{
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int width = Math.Max(1, _texWidth >> index);
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int height = Math.Max(1, _texHeight >> index);
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int depth = Math.Max(1, _texDepth >> index);
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GobBlockSizes gbSizes = AdjustGobBlockSizes(height, depth);
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RobAndSliceSizes rsSizes = GetRobAndSliceSizes(width, height, gbSizes);
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totalSize += BitUtils.DivRoundUp(depth, gbSizes.Depth) * rsSizes.SliceSize;
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}
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return totalSize;
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}
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private struct GobBlockSizes
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{
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public int Height;
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public int Depth;
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public GobBlockSizes(int gobBlockHeight, int gobBlockDepth)
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{
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Height = gobBlockHeight;
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Depth = gobBlockDepth;
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}
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}
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private GobBlockSizes AdjustGobBlockSizes(int height, int depth)
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{
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int gobBlockHeight = _texGobBlockHeight;
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int gobBlockDepth = _texGobBlockDepth;
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int pow2Height = BitUtils.Pow2RoundUp(height);
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int pow2Depth = BitUtils.Pow2RoundUp(depth);
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while (gobBlockHeight * GobHeight > pow2Height && gobBlockHeight > 1)
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{
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gobBlockHeight >>= 1;
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}
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while (gobBlockDepth > pow2Depth && gobBlockDepth > 1)
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{
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gobBlockDepth >>= 1;
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}
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return new GobBlockSizes(gobBlockHeight, gobBlockDepth);
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}
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private struct RobAndSliceSizes
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{
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public int RobSize;
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public int SliceSize;
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public RobAndSliceSizes(int robSize, int sliceSize)
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{
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RobSize = robSize;
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SliceSize = sliceSize;
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}
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}
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private RobAndSliceSizes GetRobAndSliceSizes(int width, int height, GobBlockSizes gbSizes)
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{
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int widthInGobs = BitUtils.DivRoundUp(width * _texBpp, GobWidth);
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int robSize = GobSize * gbSizes.Height * gbSizes.Depth * widthInGobs;
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int sliceSize = BitUtils.DivRoundUp(height, gbSizes.Height * GobHeight) * robSize;
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return new RobAndSliceSizes(robSize, sliceSize);
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}
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public int GetSwizzleOffset(int x, int y, int z)
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{
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x <<= _bppShift;
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int yh = y / GobHeight;
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int position = (z >> _bdShift) * _sliceSize + (yh >> _bhShift) * _robSize;
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position += (x / GobWidth) << _xShift;
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position += (yh & _bhMask) * GobSize;
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position += ((z & _bdMask) * GobSize) << _bhShift;
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position += ((x & 0x3f) >> 5) << 8;
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position += ((y & 0x07) >> 1) << 6;
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position += ((x & 0x1f) >> 4) << 5;
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position += ((y & 0x01) >> 0) << 4;
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position += ((x & 0x0f) >> 0) << 0;
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return _baseOffset + position;
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}
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}
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} |