mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-25 00:40:13 +01:00
cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
119 lines
3.2 KiB
C#
119 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Texture
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{
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public struct SizeInfo
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{
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private readonly int[] _mipOffsets;
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private readonly int _levels;
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private readonly int _depth;
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private readonly bool _is3D;
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public readonly int[] AllOffsets;
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public readonly int[] SliceSizes;
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public readonly int[] LevelSizes;
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public int LayerSize { get; }
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public int TotalSize { get; }
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public SizeInfo(int size)
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{
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_mipOffsets = new int[] { 0 };
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AllOffsets = new int[] { 0 };
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SliceSizes = new int[] { size };
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LevelSizes = new int[] { size };
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_depth = 1;
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_levels = 1;
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LayerSize = size;
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TotalSize = size;
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_is3D = false;
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}
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internal SizeInfo(
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int[] mipOffsets,
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int[] allOffsets,
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int[] sliceSizes,
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int[] levelSizes,
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int depth,
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int levels,
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int layerSize,
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int totalSize,
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bool is3D)
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{
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_mipOffsets = mipOffsets;
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AllOffsets = allOffsets;
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SliceSizes = sliceSizes;
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LevelSizes = levelSizes;
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_depth = depth;
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_levels = levels;
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LayerSize = layerSize;
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TotalSize = totalSize;
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_is3D = is3D;
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}
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public int GetMipOffset(int level)
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{
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if ((uint)level >= _mipOffsets.Length)
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{
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throw new ArgumentOutOfRangeException(nameof(level));
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}
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return _mipOffsets[level];
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}
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public bool FindView(int offset, out int firstLayer, out int firstLevel)
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{
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int index = Array.BinarySearch(AllOffsets, offset);
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if (index < 0)
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{
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firstLayer = 0;
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firstLevel = 0;
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return false;
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}
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if (_is3D)
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{
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firstLayer = index;
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firstLevel = 0;
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int levelDepth = _depth;
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while (firstLayer >= levelDepth)
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{
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firstLayer -= levelDepth;
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firstLevel++;
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levelDepth = Math.Max(levelDepth >> 1, 1);
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}
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}
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else
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{
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firstLayer = index / _levels;
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firstLevel = index - (firstLayer * _levels);
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}
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return true;
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}
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public IEnumerable<Region> AllRegions()
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{
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if (_is3D)
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{
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for (int i = 0; i < _mipOffsets.Length; i++)
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{
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int maxSize = TotalSize - _mipOffsets[i];
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yield return new Region(_mipOffsets[i], Math.Min(maxSize, LevelSizes[i]));
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}
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}
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else
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{
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for (int i = 0; i < AllOffsets.Length; i++)
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{
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yield return new Region(AllOffsets[i], SliceSizes[i % _levels]);
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}
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}
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}
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}
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} |