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https://github.com/GreemDev/Ryujinx.git
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60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
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using Ryujinx.Common;
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using Ryujinx.Graphics.Texture.Encoders;
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using System;
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namespace Ryujinx.Graphics.Texture
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{
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public static class BCnEncoder
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{
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private const int BlockWidth = 4;
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private const int BlockHeight = 4;
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public static byte[] EncodeBC7(byte[] data, int width, int height, int depth, int levels, int layers)
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{
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int size = 0;
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for (int l = 0; l < levels; l++)
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{
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int w = BitUtils.DivRoundUp(Math.Max(1, width >> l), BlockWidth);
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int h = BitUtils.DivRoundUp(Math.Max(1, height >> l), BlockHeight);
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size += w * h * 16 * Math.Max(1, depth >> l) * layers;
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}
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byte[] output = new byte[size];
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int imageBaseIOffs = 0;
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int imageBaseOOffs = 0;
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for (int l = 0; l < levels; l++)
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{
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int rgba8Size = width * height * depth * layers * 4;
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int w = BitUtils.DivRoundUp(width, BlockWidth);
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int h = BitUtils.DivRoundUp(height, BlockHeight);
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for (int l2 = 0; l2 < layers; l2++)
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{
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for (int z = 0; z < depth; z++)
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{
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BC7Encoder.Encode(
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output.AsMemory().Slice(imageBaseOOffs),
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data.AsMemory().Slice(imageBaseIOffs),
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width,
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height,
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EncodeMode.Fast | EncodeMode.Multithreaded);
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imageBaseIOffs += width * height * 4;
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imageBaseOOffs += w * h * 16;
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}
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}
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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depth = Math.Max(1, depth >> 1);
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}
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return output;
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}
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}
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}
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