277 lines
No EOL
8.4 KiB
C#
277 lines
No EOL
8.4 KiB
C#
using Ryujinx.Common;
|
|
using System;
|
|
|
|
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
|
|
|
|
namespace Ryujinx.Graphics.Texture
|
|
{
|
|
public static class LayoutConverter
|
|
{
|
|
private const int HostStrideAlignment = 4;
|
|
|
|
public static Span<byte> ConvertBlockLinearToLinear(
|
|
int width,
|
|
int height,
|
|
int depth,
|
|
int levels,
|
|
int layers,
|
|
int blockWidth,
|
|
int blockHeight,
|
|
int bytesPerPixel,
|
|
int gobBlocksInY,
|
|
int gobBlocksInZ,
|
|
int gobBlocksInTileX,
|
|
SizeInfo sizeInfo,
|
|
ReadOnlySpan<byte> data)
|
|
{
|
|
int outSize = GetTextureSize(
|
|
width,
|
|
height,
|
|
depth,
|
|
levels,
|
|
layers,
|
|
blockWidth,
|
|
blockHeight,
|
|
bytesPerPixel);
|
|
|
|
Span<byte> output = new byte[outSize];
|
|
|
|
int outOffs = 0;
|
|
|
|
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
|
|
|
|
int mipGobBlocksInY = gobBlocksInY;
|
|
int mipGobBlocksInZ = gobBlocksInZ;
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
int w = Math.Max(1, width >> level);
|
|
int h = Math.Max(1, height >> level);
|
|
int d = Math.Max(1, depth >> level);
|
|
|
|
w = BitUtils.DivRoundUp(w, blockWidth);
|
|
h = BitUtils.DivRoundUp(h, blockHeight);
|
|
|
|
while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
|
|
{
|
|
mipGobBlocksInY >>= 1;
|
|
}
|
|
|
|
while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
|
|
{
|
|
mipGobBlocksInZ >>= 1;
|
|
}
|
|
|
|
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
|
|
int wAligned = BitUtils.AlignUp(w, wAlignment);
|
|
|
|
BlockLinearLayout layoutConverter = new BlockLinearLayout(
|
|
wAligned,
|
|
h,
|
|
d,
|
|
mipGobBlocksInY,
|
|
mipGobBlocksInZ,
|
|
bytesPerPixel);
|
|
|
|
for (int layer = 0; layer < layers; layer++)
|
|
{
|
|
int inBaseOffset = layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level);
|
|
|
|
for (int z = 0; z < d; z++)
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
int offset = inBaseOffset + layoutConverter.GetOffset(x, y, z);
|
|
|
|
Span<byte> dest = output.Slice(outOffs + x * bytesPerPixel, bytesPerPixel);
|
|
|
|
data.Slice(offset, bytesPerPixel).CopyTo(dest);
|
|
}
|
|
|
|
outOffs += stride;
|
|
}
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
public static Span<byte> ConvertLinearStridedToLinear(
|
|
int width,
|
|
int height,
|
|
int blockWidth,
|
|
int blockHeight,
|
|
int stride,
|
|
int bytesPerPixel,
|
|
ReadOnlySpan<byte> data)
|
|
{
|
|
int w = BitUtils.DivRoundUp(width, blockWidth);
|
|
int h = BitUtils.DivRoundUp(height, blockHeight);
|
|
|
|
int outStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
|
|
|
|
Span<byte> output = new byte[h * outStride];
|
|
|
|
int outOffs = 0;
|
|
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
int offset = y * stride + x * bytesPerPixel;
|
|
|
|
Span<byte> dest = output.Slice(outOffs + x * bytesPerPixel, bytesPerPixel);
|
|
|
|
data.Slice(offset, bytesPerPixel).CopyTo(dest);
|
|
}
|
|
|
|
outOffs += outStride;
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
public static Span<byte> ConvertLinearToBlockLinear(
|
|
int width,
|
|
int height,
|
|
int depth,
|
|
int levels,
|
|
int layers,
|
|
int blockWidth,
|
|
int blockHeight,
|
|
int bytesPerPixel,
|
|
int gobBlocksInY,
|
|
int gobBlocksInZ,
|
|
int gobBlocksInTileX,
|
|
SizeInfo sizeInfo,
|
|
ReadOnlySpan<byte> data)
|
|
{
|
|
Span<byte> output = new byte[sizeInfo.TotalSize];
|
|
|
|
int inOffs = 0;
|
|
|
|
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
|
|
|
|
int mipGobBlocksInY = gobBlocksInY;
|
|
int mipGobBlocksInZ = gobBlocksInZ;
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
int w = Math.Max(1, width >> level);
|
|
int h = Math.Max(1, height >> level);
|
|
int d = Math.Max(1, depth >> level);
|
|
|
|
w = BitUtils.DivRoundUp(w, blockWidth);
|
|
h = BitUtils.DivRoundUp(h, blockHeight);
|
|
|
|
while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
|
|
{
|
|
mipGobBlocksInY >>= 1;
|
|
}
|
|
|
|
while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
|
|
{
|
|
mipGobBlocksInZ >>= 1;
|
|
}
|
|
|
|
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
|
|
int wAligned = BitUtils.AlignUp(w, wAlignment);
|
|
|
|
BlockLinearLayout layoutConverter = new BlockLinearLayout(
|
|
wAligned,
|
|
h,
|
|
d,
|
|
mipGobBlocksInY,
|
|
mipGobBlocksInZ,
|
|
bytesPerPixel);
|
|
|
|
for (int layer = 0; layer < layers; layer++)
|
|
{
|
|
int outBaseOffset = layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level);
|
|
|
|
for (int z = 0; z < d; z++)
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
int offset = outBaseOffset + layoutConverter.GetOffset(x, y, z);
|
|
|
|
Span<byte> dest = output.Slice(offset, bytesPerPixel);
|
|
|
|
data.Slice(inOffs + x * bytesPerPixel, bytesPerPixel).CopyTo(dest);
|
|
}
|
|
|
|
inOffs += stride;
|
|
}
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
public static Span<byte> ConvertLinearToLinearStrided(
|
|
int width,
|
|
int height,
|
|
int blockWidth,
|
|
int blockHeight,
|
|
int stride,
|
|
int bytesPerPixel,
|
|
ReadOnlySpan<byte> data)
|
|
{
|
|
int w = BitUtils.DivRoundUp(width, blockWidth);
|
|
int h = BitUtils.DivRoundUp(height, blockHeight);
|
|
|
|
int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
|
|
|
|
Span<byte> output = new byte[h * stride];
|
|
|
|
int inOffs = 0;
|
|
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
int offset = y * stride + x * bytesPerPixel;
|
|
|
|
Span<byte> dest = output.Slice(offset, bytesPerPixel);
|
|
|
|
data.Slice(inOffs + x * bytesPerPixel, bytesPerPixel).CopyTo(dest);
|
|
}
|
|
|
|
inOffs += inStride;
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
private static int GetTextureSize(
|
|
int width,
|
|
int height,
|
|
int depth,
|
|
int levels,
|
|
int layers,
|
|
int blockWidth,
|
|
int blockHeight,
|
|
int bytesPerPixel)
|
|
{
|
|
int layerSize = 0;
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
int w = Math.Max(1, width >> level);
|
|
int h = Math.Max(1, height >> level);
|
|
int d = Math.Max(1, depth >> level);
|
|
|
|
w = BitUtils.DivRoundUp(w, blockWidth);
|
|
h = BitUtils.DivRoundUp(h, blockHeight);
|
|
|
|
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
|
|
|
|
layerSize += stride * h * d;
|
|
}
|
|
|
|
return layerSize * layers;
|
|
}
|
|
}
|
|
} |