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 || gobBlocksInZ > 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; } if (level > 0 && 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; mipOffsets[level] = layerSize; sliceSizes[level] = totalBlocksOfGobsInY * robSize; 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; } int gobRemainderZ = d % mipGobBlocksInZ; if (gobRemainderZ != 0 && level == levels - 1) { // The slice only covers up to the end of this slice's depth, rather than the full aligned size. // Avoids size being too large on partial views of 3d textures. sliceSizes[level] -= gobSize * (mipGobBlocksInZ - gobRemainderZ); } } 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, int level = int.MaxValue) { height = BitUtils.DivRoundUp(height, blockHeight); while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1) { gobBlocksInY >>= 1; } while (level-- > 0 && depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1) { gobBlocksInZ >>= 1; } return (gobBlocksInY, gobBlocksInZ); } } }