mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-18 06:38:42 +02:00
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
119 lines
3.2 KiB
C#
119 lines
3.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Texture
|
|
{
|
|
public readonly struct SizeInfo
|
|
{
|
|
private readonly int[] _mipOffsets;
|
|
|
|
private readonly int _levels;
|
|
private readonly int _depth;
|
|
private readonly bool _is3D;
|
|
|
|
public readonly int[] AllOffsets;
|
|
public readonly int[] SliceSizes;
|
|
public readonly int[] LevelSizes;
|
|
public int LayerSize { get; }
|
|
public int TotalSize { get; }
|
|
|
|
public SizeInfo(int size)
|
|
{
|
|
_mipOffsets = new int[] { 0 };
|
|
AllOffsets = new int[] { 0 };
|
|
SliceSizes = new int[] { size };
|
|
LevelSizes = new int[] { size };
|
|
_depth = 1;
|
|
_levels = 1;
|
|
LayerSize = size;
|
|
TotalSize = size;
|
|
_is3D = false;
|
|
}
|
|
|
|
internal SizeInfo(
|
|
int[] mipOffsets,
|
|
int[] allOffsets,
|
|
int[] sliceSizes,
|
|
int[] levelSizes,
|
|
int depth,
|
|
int levels,
|
|
int layerSize,
|
|
int totalSize,
|
|
bool is3D)
|
|
{
|
|
_mipOffsets = mipOffsets;
|
|
AllOffsets = allOffsets;
|
|
SliceSizes = sliceSizes;
|
|
LevelSizes = levelSizes;
|
|
_depth = depth;
|
|
_levels = levels;
|
|
LayerSize = layerSize;
|
|
TotalSize = totalSize;
|
|
_is3D = is3D;
|
|
}
|
|
|
|
public int GetMipOffset(int level)
|
|
{
|
|
if ((uint)level >= _mipOffsets.Length)
|
|
{
|
|
throw new ArgumentOutOfRangeException(nameof(level));
|
|
}
|
|
|
|
return _mipOffsets[level];
|
|
}
|
|
|
|
public bool FindView(int offset, out int firstLayer, out int firstLevel)
|
|
{
|
|
int index = Array.BinarySearch(AllOffsets, offset);
|
|
|
|
if (index < 0)
|
|
{
|
|
firstLayer = 0;
|
|
firstLevel = 0;
|
|
|
|
return false;
|
|
}
|
|
|
|
if (_is3D)
|
|
{
|
|
firstLayer = index;
|
|
firstLevel = 0;
|
|
|
|
int levelDepth = _depth;
|
|
|
|
while (firstLayer >= levelDepth)
|
|
{
|
|
firstLayer -= levelDepth;
|
|
firstLevel++;
|
|
levelDepth = Math.Max(levelDepth >> 1, 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
firstLayer = index / _levels;
|
|
firstLevel = index - (firstLayer * _levels);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public IEnumerable<Region> AllRegions()
|
|
{
|
|
if (_is3D)
|
|
{
|
|
for (int i = 0; i < _mipOffsets.Length; i++)
|
|
{
|
|
int maxSize = TotalSize - _mipOffsets[i];
|
|
yield return new Region(_mipOffsets[i], Math.Min(maxSize, LevelSizes[i]));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < AllOffsets.Length; i++)
|
|
{
|
|
yield return new Region(AllOffsets[i], SliceSizes[i % _levels]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |