211 lines
8.4 KiB
C#
211 lines
8.4 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Switch_Toolbox.Library
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{
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public class TegraX1Swizzle
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{
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public static byte[] GetImageData(STGenericTexture texture, byte[] ImageData, int ArrayLevel, int MipLevel)
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{
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int target = 1;
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uint bpp = STGenericTexture.GetBytesPerPixel(texture.Format);
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uint blkWidth = STGenericTexture.GetBlockWidth(texture.Format);
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uint blkHeight = STGenericTexture.GetBlockHeight(texture.Format);
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uint blkDepth = STGenericTexture.GetBlockDepth(texture.Format);
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uint blockHeight = TegraX1Swizzle.GetBlockHeight(TegraX1Swizzle.DIV_ROUND_UP(texture.Height, blkHeight));
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uint BlockHeightLog2 = (uint)Convert.ToString(blockHeight, 2).Length - 1;
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uint tileMode = 0;
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uint Pitch = 0;
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uint DataAlignment = 512;
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uint TileMode = 0;
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int linesPerBlockHeight = (1 << (int)BlockHeightLog2) * 8;
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uint ArrayOffset = 0;
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for (int arrayLevel = 0; arrayLevel < texture.ArrayCount; arrayLevel++)
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{
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uint SurfaceSize = 0;
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int blockHeightShift = 0;
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List<uint> MipOffsets = new List<uint>();
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for (int mipLevel = 0; mipLevel < texture.MipCount; mipLevel++)
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{
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uint width = (uint)Math.Max(1, texture.Width >> mipLevel);
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uint height = (uint)Math.Max(1, texture.Height >> mipLevel);
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uint depth = (uint)Math.Max(1, texture.Depth >> mipLevel);
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uint size = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth) * TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight) * bpp;
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if (TegraX1Swizzle.pow2_round_up(TegraX1Swizzle.DIV_ROUND_UP(height, blkWidth)) < linesPerBlockHeight)
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blockHeightShift += 1;
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uint width__ = TegraX1Swizzle.DIV_ROUND_UP(width, blkWidth);
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uint height__ = TegraX1Swizzle.DIV_ROUND_UP(height, blkHeight);
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//Calculate the mip size instead
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byte[] AlignedData = new byte[(TegraX1Swizzle.round_up(SurfaceSize, DataAlignment) - SurfaceSize)];
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SurfaceSize += (uint)AlignedData.Length;
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MipOffsets.Add(SurfaceSize);
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//Get the first mip offset and current one and the total image size
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int msize = (int)((MipOffsets[0] + ImageData.Length - MipOffsets[mipLevel]) / texture.ArrayCount);
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byte[] data_ = Utils.SubArray(ImageData, ArrayOffset + MipOffsets[mipLevel], (uint)msize);
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try
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{
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Pitch = TegraX1Swizzle.round_up(width__ * bpp, 64);
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SurfaceSize += Pitch * TegraX1Swizzle.round_up(height__, Math.Max(1, blockHeight >> blockHeightShift) * 8);
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Console.WriteLine($"{width} {height} {blkWidth} {blkHeight} {target} {bpp} {TileMode} {(int)Math.Max(0, BlockHeightLog2 - blockHeightShift)} {data_.Length}");
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byte[] result = deswizzle(width, height, depth, blkWidth, blkHeight, blkDepth, target, bpp, TileMode, (int)Math.Max(0, BlockHeightLog2 - blockHeightShift), data_);
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//Create a copy and use that to remove uneeded data
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byte[] result_ = new byte[size];
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Array.Copy(result, 0, result_, 0, size);
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result = null;
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if (ArrayLevel == arrayLevel && MipLevel == mipLevel)
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return result_;
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}
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catch (Exception e)
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{
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System.Windows.Forms.MessageBox.Show($"Failed to swizzle texture {texture.Text}!");
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Console.WriteLine(e);
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return new byte[0];
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}
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}
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ArrayOffset += (uint)(ImageData.Length / texture.ArrayCount);
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}
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return new byte[0];
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}
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/*---------------------------------------
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*
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* Code ported from AboodXD's BNTX Extractor https://github.com/aboood40091/BNTX-Extractor/blob/master/swizzle.py
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*
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*---------------------------------------*/
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public static uint GetBlockHeight(uint height)
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{
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uint blockHeight = pow2_round_up(height / 8);
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if (blockHeight > 16)
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blockHeight = 16;
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return blockHeight;
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}
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public static uint DIV_ROUND_UP(uint n, uint d)
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{
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return (n + d - 1) / d;
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}
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public static uint round_up(uint x, uint y)
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{
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return ((x - 1) | (y - 1)) + 1;
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}
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public static uint pow2_round_up(uint x)
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{
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x -= 1;
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x |= x >> 1;
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x |= x >> 2;
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x |= x >> 4;
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x |= x >> 8;
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x |= x >> 16;
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return x + 1;
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}
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public static byte[] _swizzle(uint width, uint height, uint depth, uint blkWidth, uint blkHeight, uint blkDepth, int roundPitch, uint bpp, uint tileMode, int blockHeightLog2, byte[] data, int toSwizzle)
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{
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uint block_height = (uint)(1 << blockHeightLog2);
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Console.WriteLine($"Swizzle {width} {height} {blkWidth} {blkHeight} {roundPitch} {bpp} {tileMode} {blockHeightLog2} {data.Length} {toSwizzle}");
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width = DIV_ROUND_UP(width, blkWidth);
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height = DIV_ROUND_UP(height, blkHeight);
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depth = DIV_ROUND_UP(depth, blkDepth);
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uint pitch;
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uint surfSize;
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if (tileMode == 1)
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{
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pitch = width * bpp;
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if (roundPitch == 1)
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pitch = round_up(pitch, 32);
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surfSize = pitch * height;
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}
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else
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{
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pitch = round_up(width * bpp, 64);
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surfSize = pitch * round_up(height, block_height * 8);
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}
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byte[] result = new byte[surfSize];
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for (uint y = 0; y < height; y++)
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{
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for (uint x = 0; x < width; x++)
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{
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uint pos;
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uint pos_;
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if (tileMode == 1)
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pos = y * pitch + x * bpp;
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else
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pos = getAddrBlockLinear(x, y, width, bpp, 0, block_height);
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pos_ = (y * width + x) * bpp;
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if (pos + bpp <= surfSize)
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{
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if (toSwizzle == 0)
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Array.Copy(data, pos, result, pos_, bpp);
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else
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Array.Copy(data, pos_, result, pos, bpp);
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}
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}
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}
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return result;
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}
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public static byte[] deswizzle(uint width, uint height, uint depth, uint blkWidth, uint blkHeight, uint blkDepth, int roundPitch, uint bpp, uint tileMode, int size_range, byte[] data)
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{
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return _swizzle(width, height, depth, blkWidth, blkHeight, blkDepth, roundPitch, bpp, tileMode, size_range, data, 0);
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}
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public static byte[] swizzle(uint width, uint height, uint depth, uint blkWidth, uint blkHeight,uint blkDepth, int roundPitch, uint bpp, uint tileMode, int size_range, byte[] data)
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{
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return _swizzle(width, height, depth, blkWidth, blkHeight, blkDepth, roundPitch, bpp, tileMode, size_range, data, 1);
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}
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static uint getAddrBlockLinear(uint x, uint y, uint width, uint bytes_per_pixel, uint base_address, uint block_height)
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{
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/*
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From Tega X1 TRM
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*/
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uint image_width_in_gobs = DIV_ROUND_UP(width * bytes_per_pixel, 64);
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uint GOB_address = (base_address
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+ (y / (8 * block_height)) * 512 * block_height * image_width_in_gobs
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+ (x * bytes_per_pixel / 64) * 512 * block_height
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+ (y % (8 * block_height) / 8) * 512);
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x *= bytes_per_pixel;
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uint Address = (GOB_address + ((x % 64) / 32) * 256 + ((y % 8) / 2) * 64
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+ ((x % 32) / 16) * 32 + (y % 2) * 16 + (x % 16));
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return Address;
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}
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}
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}
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