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* ASTC optimizations * Move code to Ryujinx.Common * Support 3D textures * Address feedback * Remove ASTC logging * Use stackalloc instead of a Buffer20 struct * Code style and cleanup * Respond to feedback * Rearrange public/private property ordering
69 lines
1.8 KiB
C#
69 lines
1.8 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Texture.Astc
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{
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[StructLayout(LayoutKind.Sequential)]
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struct AstcPixel
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{
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internal const int StructSize = 12;
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public short A;
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public short R;
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public short G;
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public short B;
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private uint _bitDepthInt;
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private Span<byte> BitDepth => MemoryMarshal.CreateSpan(ref Unsafe.As<uint, byte>(ref _bitDepthInt), 4);
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private Span<short> Components => MemoryMarshal.CreateSpan(ref A, 4);
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public AstcPixel(short a, short r, short g, short b)
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{
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A = a;
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R = r;
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G = g;
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B = b;
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_bitDepthInt = 0x08080808;
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}
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public void ClampByte()
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{
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R = Math.Min(Math.Max(R, (short)0), (short)255);
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G = Math.Min(Math.Max(G, (short)0), (short)255);
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B = Math.Min(Math.Max(B, (short)0), (short)255);
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A = Math.Min(Math.Max(A, (short)0), (short)255);
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}
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public short GetComponent(int index)
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{
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return Components[index];
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}
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public void SetComponent(int index, int value)
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{
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Components[index] = (short)value;
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}
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public int Pack()
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{
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return A << 24 |
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B << 16 |
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G << 8 |
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R << 0;
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}
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// Adds more precision to the blue channel as described
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// in C.2.14
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public static AstcPixel BlueContract(int a, int r, int g, int b)
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{
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return new AstcPixel((short)(a),
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(short)((r + b) >> 1),
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(short)((g + b) >> 1),
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(short)(b));
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}
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}
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}
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