using Ryujinx.Common; using Ryujinx.Graphics.Texture.Encoders; using System; namespace Ryujinx.Graphics.Texture { public static class BCnEncoder { private const int BlockWidth = 4; private const int BlockHeight = 4; public static byte[] EncodeBC7(byte[] data, int width, int height, int depth, int levels, int layers) { int size = 0; for (int l = 0; l < levels; l++) { int w = BitUtils.DivRoundUp(Math.Max(1, width >> l), BlockWidth); int h = BitUtils.DivRoundUp(Math.Max(1, height >> l), BlockHeight); size += w * h * 16 * Math.Max(1, depth >> l) * layers; } byte[] output = new byte[size]; int imageBaseIOffs = 0; int imageBaseOOffs = 0; for (int l = 0; l < levels; l++) { int rgba8Size = width * height * depth * layers * 4; int w = BitUtils.DivRoundUp(width, BlockWidth); int h = BitUtils.DivRoundUp(height, BlockHeight); for (int l2 = 0; l2 < layers; l2++) { for (int z = 0; z < depth; z++) { BC7Encoder.Encode( output.AsMemory().Slice(imageBaseOOffs), data.AsMemory().Slice(imageBaseIOffs), width, height, EncodeMode.Fast | EncodeMode.Multithreaded); imageBaseIOffs += width * height * 4; imageBaseOOffs += w * h * 16; } } width = Math.Max(1, width >> 1); height = Math.Max(1, height >> 1); depth = Math.Max(1, depth >> 1); } return output; } } }