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path: root/src/Ryujinx.Graphics.Texture/SizeCalculator.cs
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-rw-r--r--src/Ryujinx.Graphics.Texture/SizeCalculator.cs287
1 files changed, 287 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Texture/SizeCalculator.cs b/src/Ryujinx.Graphics.Texture/SizeCalculator.cs
new file mode 100644
index 00000000..5568784f
--- /dev/null
+++ b/src/Ryujinx.Graphics.Texture/SizeCalculator.cs
@@ -0,0 +1,287 @@
+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);
+ }
+ }
+} \ No newline at end of file