mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
bea1fc2e8d
* Improve performance when converting texture formats. Still more work to do. * Speed up buffer -> texture copies. No longer copies byte by byte. Fast path when formats are identical. * Fix a few things, 64 byte block fast copy. * Spacing cleanup, unrelated change. * Fix base offset calculation for region copies. * Fix Linear -> BlockLinear * Fix some nits. (part 1 of review feedback) * Use a generic version of the Convert* functions rather than lambdas. This is some real monkey's paw shit. * Remove unnecessary span constructor. * Revert "Use a generic version of the Convert* functions rather than lambdas." This reverts commit aa43dcfbe8bba291eea4e10c68569af7a56a5851. * Fix bug with rectangle destination writing, better rectangle calculation for linear textures.
117 lines
No EOL
3.1 KiB
C#
117 lines
No EOL
3.1 KiB
C#
using Ryujinx.Common;
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using System.Runtime.CompilerServices;
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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 class OffsetCalculator
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{
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private int _width;
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private int _height;
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private int _stride;
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private bool _isLinear;
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private int _bytesPerPixel;
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private BlockLinearLayout _layoutConverter;
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// Variables for built in iteration.
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private int _yPart;
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public OffsetCalculator(
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int width,
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int height,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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int bytesPerPixel)
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{
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_width = width;
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_height = height;
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_stride = stride;
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_isLinear = isLinear;
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_bytesPerPixel = bytesPerPixel;
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int wAlignment = GobStride / bytesPerPixel;
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int wAligned = BitUtils.AlignUp(width, wAlignment);
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if (!isLinear)
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{
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_layoutConverter = new BlockLinearLayout(
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wAligned,
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height,
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1,
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gobBlocksInY,
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1,
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bytesPerPixel);
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}
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}
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public void SetY(int y)
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{
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if (_isLinear)
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{
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_yPart = y * _stride;
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}
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else
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{
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_layoutConverter.SetY(y);
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}
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}
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public int GetOffset(int x, int y)
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{
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if (_isLinear)
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{
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return x * _bytesPerPixel + y * _stride;
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}
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else
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{
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return _layoutConverter.GetOffset(x, y, 0);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffset(int x)
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{
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if (_isLinear)
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{
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return x * _bytesPerPixel + _yPart;
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}
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else
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{
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return _layoutConverter.GetOffset(x);
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}
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}
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public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
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{
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if (_isLinear)
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{
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int start = y * _stride + x * _bytesPerPixel;
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int end = (y + height - 1) * _stride + (x + width) * _bytesPerPixel;
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return (start, end - start);
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}
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else
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{
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return _layoutConverter.GetRectangleRange(x, y, width, height);
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}
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}
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public bool LayoutMatches(OffsetCalculator other)
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{
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if (_isLinear)
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{
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return other._isLinear &&
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_width == other._width &&
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_height == other._height &&
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_stride == other._stride &&
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_bytesPerPixel == other._bytesPerPixel;
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}
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else
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{
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return !other._isLinear && _layoutConverter.LayoutMatches(other._layoutConverter);
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}
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}
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}
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} |