ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
59 lines
No EOL
1.4 KiB
C#
59 lines
No EOL
1.4 KiB
C#
using System;
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namespace Ryujinx.Graphics.Texture
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{
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class BlockLinearSwizzle : ISwizzle
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{
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private int BhShift;
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private int BppShift;
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private int BhMask;
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private int XShift;
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private int GobStride;
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public BlockLinearSwizzle(int Width, int Bpp, int BlockHeight = 16)
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{
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BhMask = (BlockHeight * 8) - 1;
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BhShift = CountLsbZeros(BlockHeight * 8);
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BppShift = CountLsbZeros(Bpp);
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int WidthInGobs = (int)MathF.Ceiling(Width * Bpp / 64f);
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GobStride = 512 * BlockHeight * WidthInGobs;
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XShift = CountLsbZeros(512 * BlockHeight);
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}
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private int CountLsbZeros(int Value)
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{
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int Count = 0;
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while (((Value >> Count) & 1) == 0)
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{
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Count++;
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}
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return Count;
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}
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public int GetSwizzleOffset(int X, int Y)
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{
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X <<= BppShift;
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int Position = (Y >> BhShift) * GobStride;
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Position += (X >> 6) << XShift;
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Position += ((Y & BhMask) >> 3) << 9;
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Position += ((X & 0x3f) >> 5) << 8;
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Position += ((Y & 0x07) >> 1) << 6;
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Position += ((X & 0x1f) >> 4) << 5;
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Position += ((Y & 0x01) >> 0) << 4;
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Position += ((X & 0x0f) >> 0) << 0;
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return Position;
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}
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}
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} |