ryujinx/Ryujinx.Graphics.Texture/SizeCalculator.cs
2020-01-09 02:13:00 +01:00

195 lines
6.0 KiB
C#

using Ryujinx.Common;
using System;
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
namespace Ryujinx.Graphics.Texture
{
public static class SizeCalculator
{
private const int StrideAlignment = 32;
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 layerSize = 0;
int[] mipOffsets = new int[levels];
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 widthInGobs = BitUtils.AlignUp(BitUtils.DivRoundUp(w * bytesPerPixel, GobStride), gobBlocksInTileX);
int totalBlocksOfGobsInZ = BitUtils.DivRoundUp(d, mipGobBlocksInZ);
int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
int robSize = widthInGobs * mipGobBlocksInY * mipGobBlocksInZ * GobSize;
mipOffsets[level] = layerSize;
layerSize += totalBlocksOfGobsInZ * totalBlocksOfGobsInY * robSize;
}
layerSize = AlignLayerSize(
layerSize,
height,
depth,
blockHeight,
gobBlocksInY,
gobBlocksInZ);
int[] allOffsets = new int[levels * layers];
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];
}
}
int totalSize = layerSize * layers;
return new SizeInfo(mipOffsets, allOffsets, levels, layerSize, totalSize);
}
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(new int[] { 0 }, new int[] { 0 }, 1, totalSize, totalSize);
}
private static int AlignLayerSize(
int size,
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;
}
int blockOfGobsSize = gobBlocksInY * gobBlocksInZ * GobSize;
int sizeInBlockOfGobs = size / blockOfGobsSize;
if (size != sizeInBlockOfGobs * blockOfGobsSize)
{
size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
}
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 = gobBlocksInTileX * (GobStride / bytesPerPixel);
int blockOfGobsHeight = gobBlocksInY * GobHeight;
int blockOfGobsDepth = gobBlocksInZ;
width = BitUtils.AlignUp(width, gobWidth);
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);
}
}
}