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Use correct pitch value when decoding linear swizzle textures
This commit is contained in:
parent
b9aa3966c0
commit
36dfd20c87
4 changed files with 19 additions and 14 deletions
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@ -2,19 +2,18 @@ namespace Ryujinx.Graphics.Gpu
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{
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{
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class LinearSwizzle : ISwizzle
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class LinearSwizzle : ISwizzle
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{
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{
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private int Pitch;
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private int Bpp;
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private int Bpp;
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private int Stride;
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public LinearSwizzle(int Width, int Bpp)
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public LinearSwizzle(int Pitch, int Bpp)
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{
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{
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this.Bpp = Bpp;
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this.Pitch = Pitch;
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this.Bpp = Bpp;
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Stride = Width * Bpp;
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}
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}
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public int GetSwizzleOffset(int X, int Y)
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public int GetSwizzleOffset(int X, int Y)
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{
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{
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return X * Bpp + Y * Stride;
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return X * Bpp + Y * Pitch;
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}
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}
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}
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}
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}
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}
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@ -8,6 +8,7 @@ namespace Ryujinx.Graphics.Gpu
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public int Width { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public int Height { get; private set; }
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public int Pitch { get; private set; }
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public int BlockHeight { get; private set; }
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public int BlockHeight { get; private set; }
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@ -19,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu
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long Position,
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long Position,
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int Width,
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int Width,
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int Height,
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int Height,
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int Pitch,
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int BlockHeight,
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int BlockHeight,
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TextureSwizzle Swizzle,
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TextureSwizzle Swizzle,
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GalTextureFormat Format)
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GalTextureFormat Format)
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@ -26,6 +28,7 @@ namespace Ryujinx.Graphics.Gpu
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this.Position = Position;
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this.Position = Position;
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this.Width = Width;
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this.Width = Width;
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this.Height = Height;
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this.Height = Height;
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this.Pitch = Pitch;
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this.BlockHeight = BlockHeight;
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this.BlockHeight = BlockHeight;
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this.Swizzle = Swizzle;
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this.Swizzle = Swizzle;
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this.Format = Format;
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this.Format = Format;
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@ -20,6 +20,8 @@ namespace Ryujinx.Graphics.Gpu
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TextureSwizzle Swizzle = (TextureSwizzle)((Tic[2] >> 21) & 7);
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TextureSwizzle Swizzle = (TextureSwizzle)((Tic[2] >> 21) & 7);
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int Pitch = (Tic[3] & 0xffff) << 5;
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int BlockHeightLog2 = (Tic[3] >> 3) & 7;
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int BlockHeightLog2 = (Tic[3] >> 3) & 7;
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int BlockHeight = 1 << BlockHeightLog2;
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int BlockHeight = 1 << BlockHeightLog2;
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@ -31,6 +33,7 @@ namespace Ryujinx.Graphics.Gpu
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TextureAddress,
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TextureAddress,
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Width,
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Width,
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Height,
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Height,
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Pitch,
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BlockHeight,
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BlockHeight,
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Swizzle,
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Swizzle,
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Format);
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Format);
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@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu
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byte[] Output = new byte[Width * Height * 4];
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byte[] Output = new byte[Width * Height * 4];
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ISwizzle Swizzle = GetSwizzle(Texture.Swizzle, Width, 4, Texture.BlockHeight);
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ISwizzle Swizzle = GetSwizzle(Texture, 4);
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fixed (byte* BuffPtr = Output)
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fixed (byte* BuffPtr = Output)
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{
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{
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@ -55,7 +55,7 @@ namespace Ryujinx.Graphics.Gpu
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byte[] Output = new byte[Width * Height * 8];
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byte[] Output = new byte[Width * Height * 8];
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ISwizzle Swizzle = GetSwizzle(Texture.Swizzle, Width, 8, Texture.BlockHeight);
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ISwizzle Swizzle = GetSwizzle(Texture, 8);
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fixed (byte* BuffPtr = Output)
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fixed (byte* BuffPtr = Output)
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{
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{
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@ -84,7 +84,7 @@ namespace Ryujinx.Graphics.Gpu
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byte[] Output = new byte[Width * Height * 16];
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byte[] Output = new byte[Width * Height * 16];
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ISwizzle Swizzle = GetSwizzle(Texture.Swizzle, Width, 16, Texture.BlockHeight);
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ISwizzle Swizzle = GetSwizzle(Texture, 16);
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fixed (byte* BuffPtr = Output)
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fixed (byte* BuffPtr = Output)
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{
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{
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@ -108,20 +108,20 @@ namespace Ryujinx.Graphics.Gpu
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return Output;
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return Output;
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}
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}
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private static ISwizzle GetSwizzle(TextureSwizzle Swizzle, int Width, int Bpp, int BlockHeight)
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private static ISwizzle GetSwizzle(Texture Texture, int Bpp)
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{
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{
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switch (Swizzle)
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switch (Texture.Swizzle)
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{
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{
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case TextureSwizzle.Pitch:
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case TextureSwizzle.Pitch:
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case TextureSwizzle.PitchColorKey:
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case TextureSwizzle.PitchColorKey:
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return new LinearSwizzle(Width, Bpp);
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return new LinearSwizzle(Texture.Pitch, Bpp);
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case TextureSwizzle.BlockLinear:
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case TextureSwizzle.BlockLinear:
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case TextureSwizzle.BlockLinearColorKey:
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case TextureSwizzle.BlockLinearColorKey:
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return new BlockLinearSwizzle(Width, Bpp, BlockHeight);
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return new BlockLinearSwizzle(Texture.Width, Bpp, Texture.BlockHeight);
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}
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}
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throw new NotImplementedException(Swizzle.ToString());
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throw new NotImplementedException(Texture.Swizzle.ToString());
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}
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}
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}
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}
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}
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}
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