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- 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 mipGobBlocksInY = gobBlocksInY;
- int mipGobBlocksInZ = gobBlocksInZ;
- int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
- int gobHeight = gobBlocksInY * GobHeight;
- 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 strideTrunc = BitUtils.AlignDown(w * bytesPerPixel, 16);
- int xStart = strideTrunc / bytesPerPixel;
- int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
- int alignment = gobWidth;
- if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
- {
- alignment = GobStride / bytesPerPixel;
- }
- int wAligned = BitUtils.AlignUp(w, alignment);
- 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 < strideTrunc; x += 16)
- {
- int offset = inBaseOffset + layoutConverter.GetOffsetWithLineOffset(x, y, z);
- Span<byte> dest = output.Slice(outOffs + x, 16);
- data.Slice(offset, 16).CopyTo(dest);
- }
- for (int x = xStart; 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 mipGobBlocksInY = gobBlocksInY;
- int mipGobBlocksInZ = gobBlocksInZ;
- int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
- int gobHeight = gobBlocksInY * GobHeight;
- 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 alignment = gobWidth;
- if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
- {
- alignment = GobStride / bytesPerPixel;
- }
- int wAligned = BitUtils.AlignUp(w, alignment);
- 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;
- }
- }
- }
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