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- using Ryujinx.Common;
- using System;
- using static Ryujinx.Graphics.Texture.BlockLinearConstants;
- namespace Ryujinx.Graphics.Texture
- {
- public static class SizeCalculator
- {
- private const int StrideAlignment = 32;
- private static int Calculate3DOffsetCount(int levels, int depth)
- {
- int offsetCount = depth;
- while (--levels > 0)
- {
- depth = Math.Max(1, depth >> 1);
- offsetCount += depth;
- }
- return offsetCount;
- }
- public static SizeInfo GetBlockLinearTextureSize(
- int width,
- int height,
- int depth,
- int levels,
- int layers,
- int blockWidth,
- int blockHeight,
- int bytesPerPixel,
- int gobBlocksInY,
- int gobBlocksInZ,
- int gobBlocksInTileX,
- int gpuLayerSize = 0)
- {
- bool is3D = depth > 1;
- int layerSize = 0;
- int[] allOffsets = new int[is3D ? Calculate3DOffsetCount(levels, depth) : levels * layers * depth];
- int[] mipOffsets = new int[levels];
- int[] sliceSizes = new int[levels];
- int[] levelSizes = new int[levels];
- int mipGobBlocksInY = gobBlocksInY;
- int mipGobBlocksInZ = gobBlocksInZ;
- int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
- int gobHeight = gobBlocksInY * GobHeight;
- int depthLevelOffset = 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);
- while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
- {
- mipGobBlocksInY >>= 1;
- }
- while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
- {
- mipGobBlocksInZ >>= 1;
- }
- int widthInGobs = BitUtils.DivRoundUp(w * bytesPerPixel, GobStride);
- int alignment = gobBlocksInTileX;
- if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
- {
- alignment = 1;
- }
- widthInGobs = BitUtils.AlignUp(widthInGobs, alignment);
- int totalBlocksOfGobsInZ = BitUtils.DivRoundUp(d, mipGobBlocksInZ);
- int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
- int robSize = widthInGobs * mipGobBlocksInY * mipGobBlocksInZ * GobSize;
- if (is3D)
- {
- int gobSize = mipGobBlocksInY * GobSize;
- int sliceSize = totalBlocksOfGobsInY * widthInGobs * gobSize;
- int baseOffset = layerSize;
- int mask = gobBlocksInZ - 1;
- for (int z = 0; z < d; z++)
- {
- int zLow = z & mask;
- int zHigh = z & ~mask;
- allOffsets[z + depthLevelOffset] = baseOffset + zLow * gobSize + zHigh * sliceSize;
- }
- }
- mipOffsets[level] = layerSize;
- sliceSizes[level] = totalBlocksOfGobsInY * robSize;
- levelSizes[level] = totalBlocksOfGobsInZ * sliceSizes[level];
- layerSize += levelSizes[level];
- depthLevelOffset += d;
- }
- if (layers > 1)
- {
- layerSize = AlignLayerSize(
- layerSize,
- height,
- depth,
- blockHeight,
- gobBlocksInY,
- gobBlocksInZ,
- gobBlocksInTileX);
- }
- int totalSize;
- if (layerSize < gpuLayerSize)
- {
- totalSize = (layers - 1) * gpuLayerSize + layerSize;
- layerSize = gpuLayerSize;
- }
- else
- {
- totalSize = layerSize * layers;
- }
- if (!is3D)
- {
- for (int layer = 0; layer < layers; layer++)
- {
- int baseIndex = layer * levels;
- int baseOffset = layer * layerSize;
- for (int level = 0; level < levels; level++)
- {
- allOffsets[baseIndex + level] = baseOffset + mipOffsets[level];
- }
- }
- }
- return new SizeInfo(mipOffsets, allOffsets, sliceSizes, levelSizes, depth, levels, layerSize, totalSize, is3D);
- }
- public static SizeInfo GetLinearTextureSize(int stride, int height, int blockHeight)
- {
- // Non-2D or mipmapped linear textures are not supported by the Switch GPU,
- // so we only need to handle a single case (2D textures without mipmaps).
- int totalSize = stride * BitUtils.DivRoundUp(height, blockHeight);
- return new SizeInfo(totalSize);
- }
- private static int AlignLayerSize(
- int size,
- int height,
- int depth,
- int blockHeight,
- int gobBlocksInY,
- int gobBlocksInZ,
- int gobBlocksInTileX)
- {
- if (gobBlocksInTileX < 2)
- {
- height = BitUtils.DivRoundUp(height, blockHeight);
- while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
- {
- gobBlocksInY >>= 1;
- }
- while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
- {
- gobBlocksInZ >>= 1;
- }
- int blockOfGobsSize = gobBlocksInY * gobBlocksInZ * GobSize;
- int sizeInBlockOfGobs = size / blockOfGobsSize;
- if (size != sizeInBlockOfGobs * blockOfGobsSize)
- {
- size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
- }
- }
- else
- {
- int alignment = (gobBlocksInTileX * GobSize) * gobBlocksInY * gobBlocksInZ;
- size = BitUtils.AlignUp(size, alignment);
- }
- return size;
- }
- public static Size GetBlockLinearAlignedSize(
- int width,
- int height,
- int depth,
- int blockWidth,
- int blockHeight,
- int bytesPerPixel,
- int gobBlocksInY,
- int gobBlocksInZ,
- int gobBlocksInTileX)
- {
- width = BitUtils.DivRoundUp(width, blockWidth);
- height = BitUtils.DivRoundUp(height, blockHeight);
- int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
- int gobHeight = gobBlocksInY * GobHeight;
- int alignment = gobWidth;
- if (depth < gobBlocksInZ || width <= gobWidth || height <= gobHeight)
- {
- alignment = GobStride / bytesPerPixel;
- }
- // Height has already been divided by block height, so pass it as 1.
- (gobBlocksInY, gobBlocksInZ) = GetMipGobBlockSizes(height, depth, 1, gobBlocksInY, gobBlocksInZ);
- int blockOfGobsHeight = gobBlocksInY * GobHeight;
- int blockOfGobsDepth = gobBlocksInZ;
- width = BitUtils.AlignUp(width, alignment);
- height = BitUtils.AlignUp(height, blockOfGobsHeight);
- depth = BitUtils.AlignUp(depth, blockOfGobsDepth);
- return new Size(width, height, depth);
- }
- public static Size GetLinearAlignedSize(
- int width,
- int height,
- int blockWidth,
- int blockHeight,
- int bytesPerPixel)
- {
- width = BitUtils.DivRoundUp(width, blockWidth);
- height = BitUtils.DivRoundUp(height, blockHeight);
- int widthAlignment = StrideAlignment / bytesPerPixel;
- width = BitUtils.AlignUp(width, widthAlignment);
- return new Size(width, height, 1);
- }
- public static (int, int) GetMipGobBlockSizes(
- int height,
- int depth,
- int blockHeight,
- int gobBlocksInY,
- int gobBlocksInZ)
- {
- height = BitUtils.DivRoundUp(height, blockHeight);
- while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
- {
- gobBlocksInY >>= 1;
- }
- while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
- {
- gobBlocksInZ >>= 1;
- }
- return (gobBlocksInY, gobBlocksInZ);
- }
- }
- }
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