using System; using System.Runtime.CompilerServices; using System.Runtime.Intrinsics; namespace Ryujinx.Graphics.Gpu.Image { /// /// Maxwell texture descriptor, as stored on the GPU texture pool memory region. /// struct TextureDescriptor : ITextureDescriptor, IEquatable { #pragma warning disable CS0649 public uint Word0; public uint Word1; public uint Word2; public uint Word3; public uint Word4; public uint Word5; public uint Word6; public uint Word7; #pragma warning restore CS0649 /// /// Unpacks Maxwell texture format integer. /// /// The texture format integer public uint UnpackFormat() { return Word0 & 0x8007ffff; } /// /// Unpacks the swizzle component for the texture red color channel. /// /// The swizzle component public TextureComponent UnpackSwizzleR() { return(TextureComponent)((Word0 >> 19) & 7); } /// /// Unpacks the swizzle component for the texture green color channel. /// /// The swizzle component public TextureComponent UnpackSwizzleG() { return(TextureComponent)((Word0 >> 22) & 7); } /// /// Unpacks the swizzle component for the texture blue color channel. /// /// The swizzle component public TextureComponent UnpackSwizzleB() { return(TextureComponent)((Word0 >> 25) & 7); } /// /// Unpacks the swizzle component for the texture alpha color channel. /// /// The swizzle component public TextureComponent UnpackSwizzleA() { return(TextureComponent)((Word0 >> 28) & 7); } /// /// Unpacks the 40-bits texture GPU virtual address. /// /// The GPU virtual address public ulong UnpackAddress() { return Word1 | ((ulong)(Word2 & 0xffff) << 32); } /// /// Unpacks texture descriptor type for this texture descriptor. /// This defines the texture layout, among other things. /// /// The texture descriptor type public TextureDescriptorType UnpackTextureDescriptorType() { return (TextureDescriptorType)((Word2 >> 21) & 7); } /// /// Unpacks the texture stride (bytes per line) for linear textures only. /// Always 32-bytes aligned. /// /// The linear texture stride public int UnpackStride() { return (int)(Word3 & 0xffff) << 5; } /// /// Unpacks the GOB block size in X (width) for block linear textures. /// Must be always 1, ignored by the GPU. /// /// THe GOB block X size public int UnpackGobBlocksInX() { return 1 << (int)(Word3 & 7); } /// /// Unpacks the GOB block size in Y (height) for block linear textures. /// Must be always a power of 2, with a maximum value of 32. /// /// THe GOB block Y size public int UnpackGobBlocksInY() { return 1 << (int)((Word3 >> 3) & 7); } /// /// Unpacks the GOB block size in Z (depth) for block linear textures. /// Must be always a power of 2, with a maximum value of 32. /// Must be 1 for any texture target other than 3D textures. /// /// The GOB block Z size public int UnpackGobBlocksInZ() { return 1 << (int)((Word3 >> 6) & 7); } /// /// Number of GOB blocks per tile in the X direction. /// This is only used for sparse textures, should be 1 otherwise. /// /// The number of GOB blocks per tile public int UnpackGobBlocksInTileX() { return 1 << (int)((Word3 >> 10) & 7); } /// /// Unpacks the number of mipmap levels of the texture. /// /// The number of mipmap levels public int UnpackLevels() { return (int)(Word3 >> 28) + 1; } /// /// Unpack the base level texture width size. /// /// The texture width public int UnpackWidth() { return (int)(Word4 & 0xffff) + 1; } /// /// Unpack the width of a buffer texture. /// /// The texture width public int UnpackBufferTextureWidth() { return (int)((Word4 & 0xffff) | (Word3 << 16)) + 1; } /// /// Unpacks the texture sRGB format flag. /// /// True if the texture is sRGB, false otherwise public bool UnpackSrgb() { return (Word4 & (1 << 22)) != 0; } /// /// Unpacks the texture target. /// /// The texture target public TextureTarget UnpackTextureTarget() { return (TextureTarget)((Word4 >> 23) & 0xf); } /// /// Unpack the base level texture height size, or array layers for 1D array textures. /// Should be ignored for 1D or buffer textures. /// /// The texture height or layers count public int UnpackHeight() { return (int)(Word5 & 0xffff) + 1; } /// /// Unpack the base level texture depth size, number of array layers or cubemap faces. /// The meaning of this value depends on the texture target. /// /// The texture depth, layer or faces count public int UnpackDepth() { return (int)((Word5 >> 16) & 0x3fff) + 1; } /// /// Unpacks the texture coordinates normalized flag. /// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader. /// When this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range. /// It must be set to false (by the guest driver) for rectangle textures. /// /// The texture coordinates normalized flag public bool UnpackTextureCoordNormalized() { return (Word5 & (1 << 31)) != 0; } /// /// Unpacks the base mipmap level of the texture. /// /// The base mipmap level of the texture public int UnpackBaseLevel() { return (int)(Word7 & 0xf); } /// /// Unpacks the maximum mipmap level (inclusive) of the texture. /// Usually equal to Levels minus 1. /// /// The maximum mipmap level (inclusive) of the texture public int UnpackMaxLevelInclusive() { return (int)((Word7 >> 4) & 0xf); } /// /// Unpacks the multisampled texture samples count in each direction. /// Must be ignored for non-multisample textures. /// /// The multisample counts enum public TextureMsaaMode UnpackTextureMsaaMode() { return (TextureMsaaMode)((Word7 >> 8) & 0xf); } /// /// Check if two descriptors are equal. /// /// The descriptor to compare against /// True if they are equal, false otherwise public bool Equals(ref TextureDescriptor other) { return Unsafe.As>(ref this).Equals(Unsafe.As>(ref other)); } /// /// Check if two descriptors are equal. /// /// The descriptor to compare against /// True if they are equal, false otherwise public bool Equals(TextureDescriptor other) { return Equals(ref other); } /// /// Gets a hash code for this descriptor. /// /// The hash code for this descriptor. public override int GetHashCode() { return Unsafe.As>(ref this).GetHashCode(); } } }