mikage-dev/source/platform/gpu/zorder.hpp
2024-03-08 10:54:13 +01:00

52 lines
1.7 KiB
C++

#pragma once
#include <cstdint>
namespace Pica {
struct ZOrderOffset {
static constexpr uint32_t block_width = 8;
static constexpr uint32_t block_height = 8;
uint32_t texel_within_tile;
uint32_t coarse_x;
uint32_t coarse_y;
};
inline ZOrderOffset ZOrderTileOffset(uint32_t x, uint32_t y) {
// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
// of which is composed of four 2x2 subtiles each of which is composed of four texels.
// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
// texels are laid out in a 2x2 subtile like this:
// 2 3
// 0 1
//
// The full 8x8 tile has the texels arranged like this:
//
// 42 43 46 47 58 59 62 63
// 40 41 44 45 56 57 60 61
// 34 35 38 39 50 51 54 55
// 32 33 36 37 48 49 52 53
// 10 11 14 15 26 27 30 31
// 08 09 12 13 24 25 28 29
// 02 03 06 07 18 19 22 23
// 00 01 04 05 16 17 20 21
// TODO: More flexible encoding algorithms exist for this!
uint32_t texel_index_within_tile = 0;
for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
int sub_tile_width = 1 << block_size_index;
int sub_tile_height = 1 << block_size_index;
int sub_tile_index = (x & sub_tile_width) << block_size_index;
sub_tile_index += 2 * ((y & sub_tile_height) << block_size_index);
texel_index_within_tile += sub_tile_index;
}
uint32_t coarse_x = (x / ZOrderOffset::block_width) * ZOrderOffset::block_width;
uint32_t coarse_y = (y / ZOrderOffset::block_height) * ZOrderOffset::block_height;
return { texel_index_within_tile, coarse_x, coarse_y };
}
} // namespace Pica