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Ryujinx/Ryujinx.Graphics.Texture/BlockLinearLayout.cs

101 lines
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2.8 KiB
C#

using Ryujinx.Common;
using System.Runtime.CompilerServices;
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
namespace Ryujinx.Graphics.Texture
{
class BlockLinearLayout
{
private struct RobAndSliceSizes
{
public int RobSize;
public int SliceSize;
public RobAndSliceSizes(int robSize, int sliceSize)
{
RobSize = robSize;
SliceSize = sliceSize;
}
}
private int _texBpp;
private int _bhMask;
private int _bdMask;
private int _bhShift;
private int _bdShift;
private int _bppShift;
private int _xShift;
private int _robSize;
private int _sliceSize;
public BlockLinearLayout(
int width,
int height,
int depth,
int gobBlocksInY,
int gobBlocksInZ,
int bpp)
{
_texBpp = bpp;
_bppShift = BitUtils.CountTrailingZeros32(bpp);
_bhMask = gobBlocksInY - 1;
_bdMask = gobBlocksInZ - 1;
_bhShift = BitUtils.CountTrailingZeros32(gobBlocksInY);
_bdShift = BitUtils.CountTrailingZeros32(gobBlocksInZ);
_xShift = BitUtils.CountTrailingZeros32(GobSize * gobBlocksInY * gobBlocksInZ);
RobAndSliceSizes rsSizes = GetRobAndSliceSizes(width, height, gobBlocksInY, gobBlocksInZ);
_robSize = rsSizes.RobSize;
_sliceSize = rsSizes.SliceSize;
}
private RobAndSliceSizes GetRobAndSliceSizes(int width, int height, int gobBlocksInY, int gobBlocksInZ)
{
int widthInGobs = BitUtils.DivRoundUp(width * _texBpp, GobStride);
int robSize = GobSize * gobBlocksInY * gobBlocksInZ * widthInGobs;
int sliceSize = BitUtils.DivRoundUp(height, gobBlocksInY * GobHeight) * robSize;
return new RobAndSliceSizes(robSize, sliceSize);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetOffset(int x, int y, int z)
{
return GetOffsetWithLineOffset(x << _bppShift, y, z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetOffsetWithLineOffset(int x, int y, int z)
{
int yh = y / GobHeight;
int offset = (z >> _bdShift) * _sliceSize + (yh >> _bhShift) * _robSize;
offset += (x / GobStride) << _xShift;
offset += (yh & _bhMask) * GobSize;
offset += ((z & _bdMask) * GobSize) << _bhShift;
offset += ((x & 0x3f) >> 5) << 8;
offset += ((y & 0x07) >> 1) << 6;
offset += ((x & 0x1f) >> 4) << 5;
offset += ((y & 0x01) >> 0) << 4;
offset += ((x & 0x0f) >> 0) << 0;
return offset;
}
}
}