Ryujinx-uplift/Ryujinx.Graphics/Graphics3d/Texture/BlockLinearSwizzle.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* 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
2019-03-04 12:45:25 +11:00

186 lines
5.3 KiB
C#

using Ryujinx.Common;
using System;
namespace Ryujinx.Graphics.Texture
{
class BlockLinearSwizzle : ISwizzle
{
private const int GobWidth = 64;
private const int GobHeight = 8;
private const int GobSize = GobWidth * GobHeight;
private int _texWidth;
private int _texHeight;
private int _texDepth;
private int _texGobBlockHeight;
private int _texGobBlockDepth;
private int _texBpp;
private int _bhMask;
private int _bdMask;
private int _bhShift;
private int _bdShift;
private int _bppShift;
private int _xShift;
private int _robSize;
private int _sliceSize;
private int _baseOffset;
public BlockLinearSwizzle(
int width,
int height,
int depth,
int gobBlockHeight,
int gobBlockDepth,
int bpp)
{
_texWidth = width;
_texHeight = height;
_texDepth = depth;
_texGobBlockHeight = gobBlockHeight;
_texGobBlockDepth = gobBlockDepth;
_texBpp = bpp;
_bppShift = BitUtils.CountTrailingZeros32(bpp);
SetMipLevel(0);
}
public void SetMipLevel(int level)
{
_baseOffset = GetMipOffset(level);
int width = Math.Max(1, _texWidth >> level);
int height = Math.Max(1, _texHeight >> level);
int depth = Math.Max(1, _texDepth >> level);
GobBlockSizes gbSizes = AdjustGobBlockSizes(height, depth);
_bhMask = gbSizes.Height - 1;
_bdMask = gbSizes.Depth - 1;
_bhShift = BitUtils.CountTrailingZeros32(gbSizes.Height);
_bdShift = BitUtils.CountTrailingZeros32(gbSizes.Depth);
_xShift = BitUtils.CountTrailingZeros32(GobSize * gbSizes.Height * gbSizes.Depth);
RobAndSliceSizes gsSizes = GetRobAndSliceSizes(width, height, gbSizes);
_robSize = gsSizes.RobSize;
_sliceSize = gsSizes.SliceSize;
}
public int GetImageSize(int mipsCount)
{
int size = GetMipOffset(mipsCount);
size = (size + 0x1fff) & ~0x1fff;
return size;
}
public int GetMipOffset(int level)
{
int totalSize = 0;
for (int index = 0; index < level; index++)
{
int width = Math.Max(1, _texWidth >> index);
int height = Math.Max(1, _texHeight >> index);
int depth = Math.Max(1, _texDepth >> index);
GobBlockSizes gbSizes = AdjustGobBlockSizes(height, depth);
RobAndSliceSizes rsSizes = GetRobAndSliceSizes(width, height, gbSizes);
totalSize += BitUtils.DivRoundUp(depth, gbSizes.Depth) * rsSizes.SliceSize;
}
return totalSize;
}
private struct GobBlockSizes
{
public int Height;
public int Depth;
public GobBlockSizes(int gobBlockHeight, int gobBlockDepth)
{
Height = gobBlockHeight;
Depth = gobBlockDepth;
}
}
private GobBlockSizes AdjustGobBlockSizes(int height, int depth)
{
int gobBlockHeight = _texGobBlockHeight;
int gobBlockDepth = _texGobBlockDepth;
int pow2Height = BitUtils.Pow2RoundUp(height);
int pow2Depth = BitUtils.Pow2RoundUp(depth);
while (gobBlockHeight * GobHeight > pow2Height && gobBlockHeight > 1)
{
gobBlockHeight >>= 1;
}
while (gobBlockDepth > pow2Depth && gobBlockDepth > 1)
{
gobBlockDepth >>= 1;
}
return new GobBlockSizes(gobBlockHeight, gobBlockDepth);
}
private struct RobAndSliceSizes
{
public int RobSize;
public int SliceSize;
public RobAndSliceSizes(int robSize, int sliceSize)
{
RobSize = robSize;
SliceSize = sliceSize;
}
}
private RobAndSliceSizes GetRobAndSliceSizes(int width, int height, GobBlockSizes gbSizes)
{
int widthInGobs = BitUtils.DivRoundUp(width * _texBpp, GobWidth);
int robSize = GobSize * gbSizes.Height * gbSizes.Depth * widthInGobs;
int sliceSize = BitUtils.DivRoundUp(height, gbSizes.Height * GobHeight) * robSize;
return new RobAndSliceSizes(robSize, sliceSize);
}
public int GetSwizzleOffset(int x, int y, int z)
{
x <<= _bppShift;
int yh = y / GobHeight;
int position = (z >> _bdShift) * _sliceSize + (yh >> _bhShift) * _robSize;
position += (x / GobWidth) << _xShift;
position += (yh & _bhMask) * GobSize;
position += ((z & _bdMask) * GobSize) << _bhShift;
position += ((x & 0x3f) >> 5) << 8;
position += ((y & 0x07) >> 1) << 6;
position += ((x & 0x1f) >> 4) << 5;
position += ((y & 0x01) >> 0) << 4;
position += ((x & 0x0f) >> 0) << 0;
return _baseOffset + position;
}
}
}