cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
287 lines
No EOL
8.9 KiB
C#
287 lines
No EOL
8.9 KiB
C#
using Ryujinx.Common;
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using System;
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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 static class SizeCalculator
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{
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private const int StrideAlignment = 32;
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private static int Calculate3DOffsetCount(int levels, int depth)
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{
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int offsetCount = depth;
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while (--levels > 0)
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{
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depth = Math.Max(1, depth >> 1);
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offsetCount += depth;
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}
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return offsetCount;
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}
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public static SizeInfo GetBlockLinearTextureSize(
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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 layers,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX,
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int gpuLayerSize = 0)
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{
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bool is3D = depth > 1;
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int layerSize = 0;
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int[] allOffsets = new int[is3D ? Calculate3DOffsetCount(levels, depth) : levels * layers * depth];
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int[] mipOffsets = new int[levels];
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int[] sliceSizes = new int[levels];
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int[] levelSizes = new int[levels];
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int mipGobBlocksInY = gobBlocksInY;
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int mipGobBlocksInZ = gobBlocksInZ;
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int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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int depthLevelOffset = 0;
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for (int level = 0; level < levels; level++)
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{
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int w = Math.Max(1, width >> level);
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int h = Math.Max(1, height >> level);
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int d = Math.Max(1, depth >> level);
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w = BitUtils.DivRoundUp(w, blockWidth);
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h = BitUtils.DivRoundUp(h, blockHeight);
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while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
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{
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mipGobBlocksInY >>= 1;
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}
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while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
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{
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mipGobBlocksInZ >>= 1;
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}
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int widthInGobs = BitUtils.DivRoundUp(w * bytesPerPixel, GobStride);
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int alignment = gobBlocksInTileX;
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if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
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{
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alignment = 1;
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}
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widthInGobs = BitUtils.AlignUp(widthInGobs, alignment);
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int totalBlocksOfGobsInZ = BitUtils.DivRoundUp(d, mipGobBlocksInZ);
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int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
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int robSize = widthInGobs * mipGobBlocksInY * mipGobBlocksInZ * GobSize;
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if (is3D)
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{
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int gobSize = mipGobBlocksInY * GobSize;
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int sliceSize = totalBlocksOfGobsInY * widthInGobs * gobSize;
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int baseOffset = layerSize;
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int mask = gobBlocksInZ - 1;
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for (int z = 0; z < d; z++)
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{
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int zLow = z & mask;
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int zHigh = z & ~mask;
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allOffsets[z + depthLevelOffset] = baseOffset + zLow * gobSize + zHigh * sliceSize;
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}
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}
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mipOffsets[level] = layerSize;
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sliceSizes[level] = totalBlocksOfGobsInY * robSize;
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levelSizes[level] = totalBlocksOfGobsInZ * sliceSizes[level];
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layerSize += levelSizes[level];
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depthLevelOffset += d;
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}
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if (layers > 1)
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{
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layerSize = AlignLayerSize(
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layerSize,
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height,
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depth,
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blockHeight,
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gobBlocksInY,
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gobBlocksInZ,
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gobBlocksInTileX);
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}
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int totalSize;
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if (layerSize < gpuLayerSize)
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{
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totalSize = (layers - 1) * gpuLayerSize + layerSize;
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layerSize = gpuLayerSize;
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}
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else
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{
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totalSize = layerSize * layers;
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}
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if (!is3D)
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{
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for (int layer = 0; layer < layers; layer++)
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{
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int baseIndex = layer * levels;
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int baseOffset = layer * layerSize;
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for (int level = 0; level < levels; level++)
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{
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allOffsets[baseIndex + level] = baseOffset + mipOffsets[level];
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}
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}
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}
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return new SizeInfo(mipOffsets, allOffsets, sliceSizes, levelSizes, depth, levels, layerSize, totalSize, is3D);
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}
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public static SizeInfo GetLinearTextureSize(int stride, int height, int blockHeight)
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{
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// Non-2D or mipmapped linear textures are not supported by the Switch GPU,
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// so we only need to handle a single case (2D textures without mipmaps).
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int totalSize = stride * BitUtils.DivRoundUp(height, blockHeight);
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return new SizeInfo(totalSize);
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}
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private static int AlignLayerSize(
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int size,
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int height,
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int depth,
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int blockHeight,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX)
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{
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if (gobBlocksInTileX < 2)
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{
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height = BitUtils.DivRoundUp(height, blockHeight);
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while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
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{
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gobBlocksInY >>= 1;
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}
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while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
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{
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gobBlocksInZ >>= 1;
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}
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int blockOfGobsSize = gobBlocksInY * gobBlocksInZ * GobSize;
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int sizeInBlockOfGobs = size / blockOfGobsSize;
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if (size != sizeInBlockOfGobs * blockOfGobsSize)
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{
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size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
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}
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}
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else
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{
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int alignment = (gobBlocksInTileX * GobSize) * gobBlocksInY * gobBlocksInZ;
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size = BitUtils.AlignUp(size, alignment);
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}
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return size;
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}
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public static Size GetBlockLinearAlignedSize(
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int width,
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int height,
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int depth,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX)
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{
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width = BitUtils.DivRoundUp(width, blockWidth);
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height = BitUtils.DivRoundUp(height, blockHeight);
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int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
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int gobHeight = gobBlocksInY * GobHeight;
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int alignment = gobWidth;
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if (depth < gobBlocksInZ || width <= gobWidth || height <= gobHeight)
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{
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alignment = GobStride / bytesPerPixel;
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}
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// Height has already been divided by block height, so pass it as 1.
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(gobBlocksInY, gobBlocksInZ) = GetMipGobBlockSizes(height, depth, 1, gobBlocksInY, gobBlocksInZ);
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int blockOfGobsHeight = gobBlocksInY * GobHeight;
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int blockOfGobsDepth = gobBlocksInZ;
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width = BitUtils.AlignUp(width, alignment);
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height = BitUtils.AlignUp(height, blockOfGobsHeight);
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depth = BitUtils.AlignUp(depth, blockOfGobsDepth);
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return new Size(width, height, depth);
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}
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public static Size GetLinearAlignedSize(
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int width,
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int height,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel)
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{
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width = BitUtils.DivRoundUp(width, blockWidth);
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height = BitUtils.DivRoundUp(height, blockHeight);
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int widthAlignment = StrideAlignment / bytesPerPixel;
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width = BitUtils.AlignUp(width, widthAlignment);
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return new Size(width, height, 1);
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}
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public static (int, int) GetMipGobBlockSizes(
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int height,
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int depth,
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int blockHeight,
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int gobBlocksInY,
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int gobBlocksInZ)
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{
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height = BitUtils.DivRoundUp(height, blockHeight);
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while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
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{
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gobBlocksInY >>= 1;
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}
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while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
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{
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gobBlocksInZ >>= 1;
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}
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return (gobBlocksInY, gobBlocksInZ);
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}
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}
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} |