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Fix texture level offset/size calculation when sparse tile width is > 1 (#1142)
* Fix texture level offset/size calculation when sparse tile width is > 1 * Sparse tile width affects layer size alignment aswell
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bcc5b0d21e
commit
34d19f381c
3 changed files with 81 additions and 37 deletions
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@ -870,13 +870,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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int depth = Math.Max(1, info.GetDepth() >> level);
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(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
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height,
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depth,
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info.FormatInfo.BlockHeight,
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info.GobBlocksInY,
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info.GobBlocksInZ);
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return SizeCalculator.GetBlockLinearAlignedSize(
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width,
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height,
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@ -884,8 +877,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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info.FormatInfo.BlockWidth,
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info.FormatInfo.BlockHeight,
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info.FormatInfo.BytesPerPixel,
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gobBlocksInY,
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gobBlocksInZ,
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info.GobBlocksInY,
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info.GobBlocksInZ,
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info.GobBlocksInTileX);
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}
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}
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@ -38,11 +38,12 @@ namespace Ryujinx.Graphics.Texture
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int outOffs = 0;
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int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
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int mipGobBlocksInY = gobBlocksInY;
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int mipGobBlocksInZ = gobBlocksInZ;
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int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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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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@ -67,7 +68,15 @@ namespace Ryujinx.Graphics.Texture
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int xStart = strideTrunc / bytesPerPixel;
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int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
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int wAligned = BitUtils.AlignUp(w, wAlignment);
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int alignment = gobWidth;
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if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
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{
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alignment = GobStride / bytesPerPixel;
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}
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int wAligned = BitUtils.AlignUp(w, alignment);
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BlockLinearLayout layoutConverter = new BlockLinearLayout(
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wAligned,
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@ -164,11 +173,12 @@ namespace Ryujinx.Graphics.Texture
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int inOffs = 0;
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int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
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int mipGobBlocksInY = gobBlocksInY;
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int mipGobBlocksInZ = gobBlocksInZ;
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int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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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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@ -189,7 +199,15 @@ namespace Ryujinx.Graphics.Texture
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}
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int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
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int wAligned = BitUtils.AlignUp(w, wAlignment);
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int alignment = gobWidth;
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if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
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{
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alignment = GobStride / bytesPerPixel;
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}
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int wAligned = BitUtils.AlignUp(w, alignment);
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BlockLinearLayout layoutConverter = new BlockLinearLayout(
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wAligned,
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@ -32,6 +32,9 @@ namespace Ryujinx.Graphics.Texture
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int mipGobBlocksInY = gobBlocksInY;
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int mipGobBlocksInZ = gobBlocksInZ;
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int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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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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@ -51,7 +54,16 @@ namespace Ryujinx.Graphics.Texture
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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 widthInGobs = BitUtils.DivRoundUp(w * bytesPerPixel, GobStride);
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int alignment = gobBlocksInTileX;
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if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
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{
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alignment = 1;
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}
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widthInGobs = BitUtils.AlignUp(widthInGobs, alignment);
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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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@ -88,7 +100,8 @@ namespace Ryujinx.Graphics.Texture
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depth,
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blockHeight,
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gobBlocksInY,
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gobBlocksInZ);
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gobBlocksInZ,
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gobBlocksInTileX);
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if (!is3D)
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{
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@ -124,7 +137,10 @@ namespace Ryujinx.Graphics.Texture
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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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int gobBlocksInZ,
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int gobBlocksInTileX)
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{
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if (gobBlocksInTileX < 2)
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{
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height = BitUtils.DivRoundUp(height, blockHeight);
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@ -146,6 +162,13 @@ namespace Ryujinx.Graphics.Texture
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{
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size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
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}
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}
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else
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{
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int alignment = (gobBlocksInTileX * GobSize) * gobBlocksInY * gobBlocksInZ;
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size = BitUtils.AlignUp(size, alignment);
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}
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return size;
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}
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@ -164,12 +187,22 @@ namespace Ryujinx.Graphics.Texture
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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 gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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int alignment = gobWidth;
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if (depth < gobBlocksInZ || width <= gobWidth || height <= gobHeight)
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{
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alignment = GobStride / bytesPerPixel;
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}
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(gobBlocksInY, gobBlocksInZ) = GetMipGobBlockSizes(height, depth, blockHeight, gobBlocksInY, gobBlocksInZ);
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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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width = BitUtils.AlignUp(width, alignment);
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height = BitUtils.AlignUp(height, blockOfGobsHeight);
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depth = BitUtils.AlignUp(depth, blockOfGobsDepth);
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