mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-27 04:23:01 +00:00
4d02a2d2c0
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
140 lines
No EOL
3.7 KiB
C#
140 lines
No EOL
3.7 KiB
C#
using Ryujinx.Common;
|
|
using System.Runtime.CompilerServices;
|
|
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
|
|
|
|
namespace Ryujinx.Graphics.Texture
|
|
{
|
|
public class OffsetCalculator
|
|
{
|
|
private int _width;
|
|
private int _height;
|
|
private int _stride;
|
|
private bool _isLinear;
|
|
private int _bytesPerPixel;
|
|
|
|
private BlockLinearLayout _layoutConverter;
|
|
|
|
// Variables for built in iteration.
|
|
private int _yPart;
|
|
|
|
public OffsetCalculator(
|
|
int width,
|
|
int height,
|
|
int stride,
|
|
bool isLinear,
|
|
int gobBlocksInY,
|
|
int gobBlocksInZ,
|
|
int bytesPerPixel)
|
|
{
|
|
_width = width;
|
|
_height = height;
|
|
_stride = stride;
|
|
_isLinear = isLinear;
|
|
_bytesPerPixel = bytesPerPixel;
|
|
|
|
int wAlignment = GobStride / bytesPerPixel;
|
|
|
|
int wAligned = BitUtils.AlignUp(width, wAlignment);
|
|
|
|
if (!isLinear)
|
|
{
|
|
_layoutConverter = new BlockLinearLayout(
|
|
wAligned,
|
|
height,
|
|
gobBlocksInY,
|
|
gobBlocksInZ,
|
|
bytesPerPixel);
|
|
}
|
|
}
|
|
|
|
public OffsetCalculator(
|
|
int width,
|
|
int height,
|
|
int stride,
|
|
bool isLinear,
|
|
int gobBlocksInY,
|
|
int bytesPerPixel) : this(width, height, stride, isLinear, gobBlocksInY, 1, bytesPerPixel)
|
|
{
|
|
}
|
|
|
|
public void SetY(int y)
|
|
{
|
|
if (_isLinear)
|
|
{
|
|
_yPart = y * _stride;
|
|
}
|
|
else
|
|
{
|
|
_layoutConverter.SetY(y);
|
|
}
|
|
}
|
|
|
|
public int GetOffset(int x, int y)
|
|
{
|
|
if (_isLinear)
|
|
{
|
|
return x * _bytesPerPixel + y * _stride;
|
|
}
|
|
else
|
|
{
|
|
return _layoutConverter.GetOffset(x, y, 0);
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public int GetOffset(int x)
|
|
{
|
|
if (_isLinear)
|
|
{
|
|
return x * _bytesPerPixel + _yPart;
|
|
}
|
|
else
|
|
{
|
|
return _layoutConverter.GetOffset(x);
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public int GetOffsetWithLineOffset64(int x)
|
|
{
|
|
if (_isLinear)
|
|
{
|
|
return x + _yPart;
|
|
}
|
|
else
|
|
{
|
|
return _layoutConverter.GetOffsetWithLineOffset64(x);
|
|
}
|
|
}
|
|
|
|
public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
|
|
{
|
|
if (_isLinear)
|
|
{
|
|
int start = y * _stride + x * _bytesPerPixel;
|
|
int end = (y + height - 1) * _stride + (x + width) * _bytesPerPixel;
|
|
return (start, end - start);
|
|
}
|
|
else
|
|
{
|
|
return _layoutConverter.GetRectangleRange(x, y, width, height);
|
|
}
|
|
}
|
|
|
|
public bool LayoutMatches(OffsetCalculator other)
|
|
{
|
|
if (_isLinear)
|
|
{
|
|
return other._isLinear &&
|
|
_width == other._width &&
|
|
_height == other._height &&
|
|
_stride == other._stride &&
|
|
_bytesPerPixel == other._bytesPerPixel;
|
|
}
|
|
else
|
|
{
|
|
return !other._isLinear && _layoutConverter.LayoutMatches(other._layoutConverter);
|
|
}
|
|
}
|
|
}
|
|
} |