using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Texture
{
public struct SizeInfo
private readonly int[] _mipOffsets;
private readonly int _levels;
private readonly int _depth;
private readonly bool _is3D;
public readonly int[] AllOffsets;
public readonly int[] SliceSizes;
public readonly int[] LevelSizes;
public int LayerSize { get; }
public int TotalSize { get; }
public SizeInfo(int size)
_mipOffsets = new int[] { 0 };
AllOffsets = new int[] { 0 };
SliceSizes = new int[] { size };
LevelSizes = new int[] { size };
_depth = 1;
_levels = 1;
LayerSize = size;
TotalSize = size;
_is3D = false;
}
internal SizeInfo(
int[] mipOffsets,
int[] allOffsets,
int[] sliceSizes,
int[] levelSizes,
int depth,
int levels,
int layerSize,
int totalSize,
bool is3D)
_mipOffsets = mipOffsets;
AllOffsets = allOffsets;
SliceSizes = sliceSizes;
LevelSizes = levelSizes;
_depth = depth;
_levels = levels;
LayerSize = layerSize;
TotalSize = totalSize;
_is3D = is3D;
public int GetMipOffset(int level)
if ((uint)level >= _mipOffsets.Length)
throw new ArgumentOutOfRangeException(nameof(level));
return _mipOffsets[level];
public bool FindView(int offset, out int firstLayer, out int firstLevel)
int index = Array.BinarySearch(AllOffsets, offset);
if (index < 0)
firstLayer = 0;
firstLevel = 0;
return false;
if (_is3D)
firstLayer = index;
int levelDepth = _depth;
while (firstLayer >= levelDepth)
firstLayer -= levelDepth;
firstLevel++;
levelDepth = Math.Max(levelDepth >> 1, 1);
else
firstLayer = index / _levels;
firstLevel = index - (firstLayer * _levels);
return true;
public IEnumerable<Region> AllRegions()
for (int i = 0; i < _mipOffsets.Length; i++)
int maxSize = TotalSize - _mipOffsets[i];
yield return new Region(_mipOffsets[i], Math.Min(maxSize, LevelSizes[i]));
for (int i = 0; i < AllOffsets.Length; i++)
yield return new Region(AllOffsets[i], SliceSizes[i % _levels]);