mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-18 14:48:44 +02:00
* Initial implementation. Still pending better valid-overlap handling, disposed pool, compressed format flush fix. * Very messy backend resource cache. * Oops * Dispose -> Release * Improve Release/Dispose. * More rule refinement. * View compatibility levels as an enum - you can always know if a view is only copy compatible. * General cleanup. Use locking on the resource cache, as it is likely to be used by other threads in future. * Rename resource cache to resource pool. * Address some of the smaller nits. * Fix regression with MK8 lens flare Texture flushes done the old way should trigger memory tracking. * Use TextureCreateInfo as a key. It now implements IEquatable and generates a hashcode based on width/height. * Fix size change for compressed+non-compressed view combos. Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture. Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one. * Implement JD's suggestion for HashCode Combine Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com> * Address feedback * Address feedback. Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
145 lines
4.6 KiB
C#
145 lines
4.6 KiB
C#
using Ryujinx.Common;
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using System;
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namespace Ryujinx.Graphics.GAL
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{
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public struct TextureCreateInfo : IEquatable<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 readonly 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 readonly int GetMipSize2D(int level)
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{
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return GetMipStride(level) * GetLevelHeight(level);
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}
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public readonly 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 readonly 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 readonly 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 readonly 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 readonly 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 readonly 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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public override int GetHashCode()
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{
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return HashCode.Combine(Width, Height);
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}
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bool IEquatable<TextureCreateInfo>.Equals(TextureCreateInfo other)
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{
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return Width == other.Width &&
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Height == other.Height &&
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Depth == other.Depth &&
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Levels == other.Levels &&
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Samples == other.Samples &&
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BlockWidth == other.BlockWidth &&
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BlockHeight == other.BlockHeight &&
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BytesPerPixel == other.BytesPerPixel &&
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Format == other.Format &&
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DepthStencilMode == other.DepthStencilMode &&
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Target == other.Target &&
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SwizzleR == other.SwizzleR &&
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SwizzleG == other.SwizzleG &&
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SwizzleB == other.SwizzleB &&
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SwizzleA == other.SwizzleA;
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}
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}
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}
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