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- using Ryujinx.Common;
- using Ryujinx.Graphics.Texture.Encoders;
- using System;
- namespace Ryujinx.Graphics.Texture
- {
- public static class BCnEncoder
- {
- private const int BlockWidth = 4;
- private const int BlockHeight = 4;
- public static byte[] EncodeBC7(byte[] data, int width, int height, int depth, int levels, int layers)
- {
- int size = 0;
- for (int l = 0; l < levels; l++)
- {
- int w = BitUtils.DivRoundUp(Math.Max(1, width >> l), BlockWidth);
- int h = BitUtils.DivRoundUp(Math.Max(1, height >> l), BlockHeight);
- size += w * h * 16 * Math.Max(1, depth >> l) * layers;
- }
- byte[] output = new byte[size];
- int imageBaseIOffs = 0;
- int imageBaseOOffs = 0;
- for (int l = 0; l < levels; l++)
- {
- int rgba8Size = width * height * depth * layers * 4;
- int w = BitUtils.DivRoundUp(width, BlockWidth);
- int h = BitUtils.DivRoundUp(height, BlockHeight);
- for (int l2 = 0; l2 < layers; l2++)
- {
- for (int z = 0; z < depth; z++)
- {
- BC7Encoder.Encode(
- output.AsMemory().Slice(imageBaseOOffs),
- data.AsMemory().Slice(imageBaseIOffs),
- width,
- height,
- EncodeMode.Fast | EncodeMode.Multithreaded);
- imageBaseIOffs += width * height * 4;
- imageBaseOOffs += w * h * 16;
- }
- }
- width = Math.Max(1, width >> 1);
- height = Math.Max(1, height >> 1);
- depth = Math.Max(1, depth >> 1);
- }
- return output;
- }
- }
- }
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