Supper 2D array ASTC compressed texture formats decoding (#1593)
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f8c41a9a51
commit
86412ed30a
@ -657,6 +657,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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Info.Height,
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Info.Height,
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_depth,
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_depth,
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Info.Levels,
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Info.Levels,
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_layers,
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out Span<byte> decoded))
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out Span<byte> decoded))
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{
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{
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string texInfo = $"{Info.Target} {Info.FormatInfo.Format} {Info.Width}x{Info.Height}x{Info.DepthOrLayers} levels {Info.Levels}";
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string texInfo = $"{Info.Target} {Info.FormatInfo.Format} {Info.Width}x{Info.Height}x{Info.DepthOrLayers} levels {Info.Levels}";
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@ -30,7 +30,8 @@ namespace Ryujinx.Graphics.Texture.Astc
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int width,
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int width,
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int height,
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int height,
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int depth,
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int depth,
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int levels)
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int levels,
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int layers)
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{
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{
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if ((uint)blockWidth > 12)
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if ((uint)blockWidth > 12)
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{
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{
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@ -48,7 +49,7 @@ namespace Ryujinx.Graphics.Texture.Astc
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BlockSizeX = blockWidth;
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BlockSizeX = blockWidth;
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BlockSizeY = blockHeight;
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BlockSizeY = blockHeight;
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Levels = new AstcLevel[levels];
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Levels = new AstcLevel[levels * layers];
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Success = true;
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Success = true;
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@ -59,20 +60,23 @@ namespace Ryujinx.Graphics.Texture.Astc
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for (int i = 0; i < levels; i++)
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for (int i = 0; i < levels; i++)
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{
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{
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ref AstcLevel level = ref Levels[i];
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for (int j = 0; j < layers; j++)
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{
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ref AstcLevel level = ref Levels[i * layers + j];
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level.ImageSizeX = Math.Max(1, width >> i);
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level.ImageSizeX = Math.Max(1, width >> i);
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level.ImageSizeY = Math.Max(1, height >> i);
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level.ImageSizeY = Math.Max(1, height >> i);
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level.ImageSizeZ = Math.Max(1, depth >> i);
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level.ImageSizeZ = Math.Max(1, depth >> i);
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level.BlockCountX = (level.ImageSizeX + blockWidth - 1) / blockWidth;
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level.BlockCountX = (level.ImageSizeX + blockWidth - 1) / blockWidth;
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level.BlockCountY = (level.ImageSizeY + blockHeight - 1) / blockHeight;
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level.BlockCountY = (level.ImageSizeY + blockHeight - 1) / blockHeight;
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level.StartBlock = currentInputBlock;
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level.StartBlock = currentInputBlock;
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level.OutputByteOffset = currentOutputOffset;
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level.OutputByteOffset = currentOutputOffset;
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currentInputBlock += level.TotalBlockCount;
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currentInputBlock += level.TotalBlockCount;
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currentOutputOffset += level.PixelCount * 4;
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currentOutputOffset += level.PixelCount * 4;
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}
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}
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}
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TotalBlockCount = currentInputBlock;
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TotalBlockCount = currentInputBlock;
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@ -94,7 +98,7 @@ namespace Ryujinx.Graphics.Texture.Astc
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public int PixelCount => ImageSizeX * ImageSizeY * ImageSizeZ;
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public int PixelCount => ImageSizeX * ImageSizeY * ImageSizeZ;
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}
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}
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public static int QueryDecompressedSize(int sizeX, int sizeY, int sizeZ, int levelCount)
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public static int QueryDecompressedSize(int sizeX, int sizeY, int sizeZ, int levelCount, int layerCount)
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{
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{
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int size = 0;
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int size = 0;
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@ -104,7 +108,7 @@ namespace Ryujinx.Graphics.Texture.Astc
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int levelSizeY = Math.Max(1, sizeY >> i);
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int levelSizeY = Math.Max(1, sizeY >> i);
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int levelSizeZ = Math.Max(1, sizeZ >> i);
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int levelSizeZ = Math.Max(1, sizeZ >> i);
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size += levelSizeX * levelSizeY * levelSizeZ;
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size += levelSizeX * levelSizeY * levelSizeZ * layerCount;
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}
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}
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return size * 4;
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return size * 4;
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@ -221,11 +225,12 @@ namespace Ryujinx.Graphics.Texture.Astc
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int height,
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int height,
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int depth,
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int depth,
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int levels,
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int levels,
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int layers,
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out Span<byte> decoded)
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out Span<byte> decoded)
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{
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{
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byte[] output = new byte[QueryDecompressedSize(width, height, depth, levels)];
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byte[] output = new byte[QueryDecompressedSize(width, height, depth, levels, layers)];
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AstcDecoder decoder = new AstcDecoder(data, output, blockWidth, blockHeight, width, height, depth, levels);
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AstcDecoder decoder = new AstcDecoder(data, output, blockWidth, blockHeight, width, height, depth, levels, layers);
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for (int i = 0; i < decoder.TotalBlockCount; i++)
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for (int i = 0; i < decoder.TotalBlockCount; i++)
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{
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{
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@ -245,9 +250,10 @@ namespace Ryujinx.Graphics.Texture.Astc
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int width,
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int width,
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int height,
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int height,
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int depth,
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int depth,
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int levels)
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int levels,
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int layers)
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{
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{
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AstcDecoder decoder = new AstcDecoder(data, outputBuffer, blockWidth, blockHeight, width, height, depth, levels);
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AstcDecoder decoder = new AstcDecoder(data, outputBuffer, blockWidth, blockHeight, width, height, depth, levels, layers);
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for (int i = 0; i < decoder.TotalBlockCount; i++)
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for (int i = 0; i < decoder.TotalBlockCount; i++)
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{
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{
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@ -265,9 +271,10 @@ namespace Ryujinx.Graphics.Texture.Astc
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int width,
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int width,
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int height,
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int height,
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int depth,
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int depth,
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int levels)
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int levels,
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int layers)
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{
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{
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AstcDecoder decoder = new AstcDecoder(data, outputBuffer, blockWidth, blockHeight, width, height, depth, levels);
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AstcDecoder decoder = new AstcDecoder(data, outputBuffer, blockWidth, blockHeight, width, height, depth, levels, layers);
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// Lazy parallelism
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// Lazy parallelism
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Enumerable.Range(0, decoder.TotalBlockCount).AsParallel().ForAll(x => decoder.ProcessBlock(x));
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Enumerable.Range(0, decoder.TotalBlockCount).AsParallel().ForAll(x => decoder.ProcessBlock(x));
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@ -283,11 +290,12 @@ namespace Ryujinx.Graphics.Texture.Astc
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int height,
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int height,
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int depth,
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int depth,
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int levels,
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int levels,
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int layers,
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out Span<byte> decoded)
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out Span<byte> decoded)
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{
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{
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byte[] output = new byte[QueryDecompressedSize(width, height, depth, levels)];
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byte[] output = new byte[QueryDecompressedSize(width, height, depth, levels, layers)];
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AstcDecoder decoder = new AstcDecoder(data, output, blockWidth, blockHeight, width, height, depth, levels);
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AstcDecoder decoder = new AstcDecoder(data, output, blockWidth, blockHeight, width, height, depth, levels, layers);
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Enumerable.Range(0, decoder.TotalBlockCount).AsParallel().ForAll(x => decoder.ProcessBlock(x));
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Enumerable.Range(0, decoder.TotalBlockCount).AsParallel().ForAll(x => decoder.ProcessBlock(x));
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