mirror of
https://github.com/Ryujinx/Ryujinx.git
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* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
140 lines
3.7 KiB
C#
140 lines
3.7 KiB
C#
using Ryujinx.Common;
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using System.Runtime.CompilerServices;
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using static Ryujinx.Graphics.Texture.BlockLinearConstants;
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namespace Ryujinx.Graphics.Texture
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{
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public class OffsetCalculator
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{
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private int _width;
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private int _height;
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private int _stride;
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private bool _isLinear;
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private int _bytesPerPixel;
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private BlockLinearLayout _layoutConverter;
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// Variables for built in iteration.
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private int _yPart;
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public OffsetCalculator(
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int width,
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int height,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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int gobBlocksInZ,
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int bytesPerPixel)
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{
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_width = width;
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_height = height;
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_stride = stride;
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_isLinear = isLinear;
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_bytesPerPixel = bytesPerPixel;
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int wAlignment = GobStride / bytesPerPixel;
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int wAligned = BitUtils.AlignUp(width, wAlignment);
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if (!isLinear)
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{
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_layoutConverter = new BlockLinearLayout(
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wAligned,
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height,
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gobBlocksInY,
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gobBlocksInZ,
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bytesPerPixel);
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}
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}
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public OffsetCalculator(
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int width,
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int height,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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int bytesPerPixel) : this(width, height, stride, isLinear, gobBlocksInY, 1, bytesPerPixel)
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{
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}
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public void SetY(int y)
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{
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if (_isLinear)
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{
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_yPart = y * _stride;
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}
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else
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{
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_layoutConverter.SetY(y);
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}
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}
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public int GetOffset(int x, int y)
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{
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if (_isLinear)
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{
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return x * _bytesPerPixel + y * _stride;
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}
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else
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{
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return _layoutConverter.GetOffset(x, y, 0);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffset(int x)
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{
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if (_isLinear)
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{
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return x * _bytesPerPixel + _yPart;
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}
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else
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{
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return _layoutConverter.GetOffset(x);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffsetWithLineOffset64(int x)
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{
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if (_isLinear)
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{
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return x + _yPart;
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}
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else
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{
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return _layoutConverter.GetOffsetWithLineOffset64(x);
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}
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}
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public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
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{
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if (_isLinear)
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{
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int start = y * _stride + x * _bytesPerPixel;
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int end = (y + height - 1) * _stride + (x + width) * _bytesPerPixel;
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return (start, end - start);
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}
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else
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{
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return _layoutConverter.GetRectangleRange(x, y, width, height);
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}
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}
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public bool LayoutMatches(OffsetCalculator other)
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{
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if (_isLinear)
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{
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return other._isLinear &&
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_width == other._width &&
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_height == other._height &&
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_stride == other._stride &&
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_bytesPerPixel == other._bytesPerPixel;
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}
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else
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{
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return !other._isLinear && _layoutConverter.LayoutMatches(other._layoutConverter);
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}
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}
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}
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} |