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101 lines
No EOL
2.8 KiB
C#
101 lines
No EOL
2.8 KiB
C#
using Ryujinx.Common;
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using System.Runtime.CompilerServices;
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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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class BlockLinearLayout
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{
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private struct RobAndSliceSizes
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{
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public int RobSize;
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public int SliceSize;
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public RobAndSliceSizes(int robSize, int sliceSize)
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{
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RobSize = robSize;
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SliceSize = sliceSize;
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}
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}
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private int _texBpp;
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private int _bhMask;
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private int _bdMask;
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private int _bhShift;
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private int _bdShift;
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private int _bppShift;
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private int _xShift;
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private int _robSize;
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private int _sliceSize;
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public BlockLinearLayout(
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int width,
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int height,
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int depth,
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int gobBlocksInY,
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int gobBlocksInZ,
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int bpp)
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{
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_texBpp = bpp;
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_bppShift = BitUtils.CountTrailingZeros32(bpp);
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_bhMask = gobBlocksInY - 1;
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_bdMask = gobBlocksInZ - 1;
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_bhShift = BitUtils.CountTrailingZeros32(gobBlocksInY);
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_bdShift = BitUtils.CountTrailingZeros32(gobBlocksInZ);
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_xShift = BitUtils.CountTrailingZeros32(GobSize * gobBlocksInY * gobBlocksInZ);
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RobAndSliceSizes rsSizes = GetRobAndSliceSizes(width, height, gobBlocksInY, gobBlocksInZ);
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_robSize = rsSizes.RobSize;
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_sliceSize = rsSizes.SliceSize;
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}
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private RobAndSliceSizes GetRobAndSliceSizes(int width, int height, int gobBlocksInY, int gobBlocksInZ)
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{
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int widthInGobs = BitUtils.DivRoundUp(width * _texBpp, GobStride);
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int robSize = GobSize * gobBlocksInY * gobBlocksInZ * widthInGobs;
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int sliceSize = BitUtils.DivRoundUp(height, gobBlocksInY * GobHeight) * robSize;
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return new RobAndSliceSizes(robSize, sliceSize);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffset(int x, int y, int z)
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{
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return GetOffsetWithLineOffset(x << _bppShift, y, z);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffsetWithLineOffset(int x, int y, int z)
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{
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int yh = y / GobHeight;
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int offset = (z >> _bdShift) * _sliceSize + (yh >> _bhShift) * _robSize;
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offset += (x / GobStride) << _xShift;
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offset += (yh & _bhMask) * GobSize;
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offset += ((z & _bdMask) * GobSize) << _bhShift;
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offset += ((x & 0x3f) >> 5) << 8;
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offset += ((y & 0x07) >> 1) << 6;
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offset += ((x & 0x1f) >> 4) << 5;
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offset += ((y & 0x01) >> 0) << 4;
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offset += ((x & 0x0f) >> 0) << 0;
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return offset;
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}
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}
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} |