116 lines
3.4 KiB
C#
116 lines
3.4 KiB
C#
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using Ryujinx.Common;
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using System;
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namespace Ryujinx.Graphics.GAL.Texture
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{
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public struct TextureCreateInfo
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{
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public int Width { get; }
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public int Height { get; }
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public int Depth { get; }
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public int Levels { get; }
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public int Samples { get; }
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public int BlockWidth { get; }
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public int BlockHeight { get; }
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public int BytesPerPixel { get; }
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public bool IsCompressed => (BlockWidth | BlockHeight) != 1;
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public Format Format { get; }
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public DepthStencilMode DepthStencilMode { get; }
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public Target Target { get; }
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public SwizzleComponent SwizzleR { get; }
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public SwizzleComponent SwizzleG { get; }
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public SwizzleComponent SwizzleB { get; }
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public SwizzleComponent SwizzleA { get; }
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public TextureCreateInfo(
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int width,
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int height,
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int depth,
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int levels,
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int samples,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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Format format,
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DepthStencilMode depthStencilMode,
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Target target,
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SwizzleComponent swizzleR,
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SwizzleComponent swizzleG,
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SwizzleComponent swizzleB,
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SwizzleComponent swizzleA)
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{
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Width = width;
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Height = height;
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Depth = depth;
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Levels = levels;
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Samples = samples;
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BlockWidth = blockWidth;
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BlockHeight = blockHeight;
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BytesPerPixel = bytesPerPixel;
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Format = format;
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DepthStencilMode = depthStencilMode;
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Target = target;
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SwizzleR = swizzleR;
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SwizzleG = swizzleG;
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SwizzleB = swizzleB;
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SwizzleA = swizzleA;
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}
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public int GetMipSize(int level)
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{
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return GetMipStride(level) * GetLevelHeight(level) * GetLevelDepth(level);
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}
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public int GetMipStride(int level)
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{
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return BitUtils.AlignUp(GetLevelWidth(level) * BytesPerPixel, 4);
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}
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private int GetLevelWidth(int level)
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{
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return BitUtils.DivRoundUp(GetLevelSize(Width, level), BlockWidth);
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}
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private int GetLevelHeight(int level)
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{
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return BitUtils.DivRoundUp(GetLevelSize(Height, level), BlockHeight);
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}
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private int GetLevelDepth(int level)
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{
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return Target == Target.Texture3D ? GetLevelSize(Depth, level) : GetLayers();
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}
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public int GetDepthOrLayers()
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{
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return Target == Target.Texture3D ? Depth : GetLayers();
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}
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public int GetLayers()
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{
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if (Target == Target.Texture2DArray ||
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Target == Target.Texture2DMultisampleArray ||
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Target == Target.CubemapArray)
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{
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return Depth;
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}
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else if (Target == Target.Cubemap)
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{
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return 6;
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}
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return 1;
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}
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private static int GetLevelSize(int size, int level)
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{
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return Math.Max(1, size >> level);
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}
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}
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}
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