mirror of
https://github.com/Ryujinx/Ryujinx.git
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195 lines
6 KiB
C#
195 lines
6 KiB
C#
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using Ryujinx.Common;
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using System;
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using static Ryujinx.Graphics.Texture.BlockLinearConstants;
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namespace Ryujinx.Graphics.Texture
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{
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public static class SizeCalculator
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{
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private const int StrideAlignment = 32;
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public static SizeInfo GetBlockLinearTextureSize(
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int width,
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int height,
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int depth,
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int levels,
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int layers,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX)
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{
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int layerSize = 0;
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int[] mipOffsets = new int[levels];
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int mipGobBlocksInY = gobBlocksInY;
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int mipGobBlocksInZ = gobBlocksInZ;
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for (int level = 0; level < levels; level++)
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{
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int w = Math.Max(1, width >> level);
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int h = Math.Max(1, height >> level);
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int d = Math.Max(1, depth >> level);
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w = BitUtils.DivRoundUp(w, blockWidth);
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h = BitUtils.DivRoundUp(h, blockHeight);
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while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
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{
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mipGobBlocksInY >>= 1;
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}
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while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
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{
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mipGobBlocksInZ >>= 1;
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}
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int widthInGobs = BitUtils.AlignUp(BitUtils.DivRoundUp(w * bytesPerPixel, GobStride), gobBlocksInTileX);
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int totalBlocksOfGobsInZ = BitUtils.DivRoundUp(d, mipGobBlocksInZ);
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int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
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int robSize = widthInGobs * mipGobBlocksInY * mipGobBlocksInZ * GobSize;
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mipOffsets[level] = layerSize;
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layerSize += totalBlocksOfGobsInZ * totalBlocksOfGobsInY * robSize;
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}
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layerSize = AlignLayerSize(
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layerSize,
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height,
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depth,
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blockHeight,
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gobBlocksInY,
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gobBlocksInZ);
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int[] allOffsets = new int[levels * layers];
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for (int layer = 0; layer < layers; layer++)
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{
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int baseIndex = layer * levels;
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int baseOffset = layer * layerSize;
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for (int level = 0; level < levels; level++)
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{
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allOffsets[baseIndex + level] = baseOffset + mipOffsets[level];
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}
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}
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int totalSize = layerSize * layers;
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return new SizeInfo(mipOffsets, allOffsets, levels, layerSize, totalSize);
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}
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public static SizeInfo GetLinearTextureSize(int stride, int height, int blockHeight)
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{
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// Non-2D or mipmapped linear textures are not supported by the Switch GPU,
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// so we only need to handle a single case (2D textures without mipmaps).
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int totalSize = stride * BitUtils.DivRoundUp(height, blockHeight);
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return new SizeInfo(new int[] { 0 }, new int[] { 0 }, 1, totalSize, totalSize);
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}
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private static int AlignLayerSize(
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int size,
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int height,
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int depth,
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int blockHeight,
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int gobBlocksInY,
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int gobBlocksInZ)
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{
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height = BitUtils.DivRoundUp(height, blockHeight);
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while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
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{
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gobBlocksInY >>= 1;
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}
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while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
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{
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gobBlocksInZ >>= 1;
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}
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int blockOfGobsSize = gobBlocksInY * gobBlocksInZ * GobSize;
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int sizeInBlockOfGobs = size / blockOfGobsSize;
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if (size != sizeInBlockOfGobs * blockOfGobsSize)
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{
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size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
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}
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return size;
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}
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public static Size GetBlockLinearAlignedSize(
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int width,
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int height,
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int depth,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX)
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{
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width = BitUtils.DivRoundUp(width, blockWidth);
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height = BitUtils.DivRoundUp(height, blockHeight);
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int gobWidth = gobBlocksInTileX * (GobStride / bytesPerPixel);
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int blockOfGobsHeight = gobBlocksInY * GobHeight;
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int blockOfGobsDepth = gobBlocksInZ;
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width = BitUtils.AlignUp(width, gobWidth);
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height = BitUtils.AlignUp(height, blockOfGobsHeight);
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depth = BitUtils.AlignUp(depth, blockOfGobsDepth);
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return new Size(width, height, depth);
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}
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public static Size GetLinearAlignedSize(
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int width,
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int height,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel)
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{
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width = BitUtils.DivRoundUp(width, blockWidth);
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height = BitUtils.DivRoundUp(height, blockHeight);
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int widthAlignment = StrideAlignment / bytesPerPixel;
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width = BitUtils.AlignUp(width, widthAlignment);
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return new Size(width, height, 1);
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}
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public static (int, int) GetMipGobBlockSizes(
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int height,
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int depth,
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int blockHeight,
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int gobBlocksInY,
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int gobBlocksInZ)
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{
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height = BitUtils.DivRoundUp(height, blockHeight);
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while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
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{
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gobBlocksInY >>= 1;
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}
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while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
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{
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gobBlocksInZ >>= 1;
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}
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return (gobBlocksInY, gobBlocksInZ);
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}
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}
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}
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