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ryujinx-final/Ryujinx.Graphics.Texture/SizeCalculator.cs
riperiperi b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00

285 lines
No EOL
8.8 KiB
C#

using Ryujinx.Common;
using System;
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
namespace Ryujinx.Graphics.Texture
{
public static class SizeCalculator
{
private const int StrideAlignment = 32;
private static int Calculate3DOffsetCount(int levels, int depth)
{
int offsetCount = depth;
while (--levels > 0)
{
depth = Math.Max(1, depth >> 1);
offsetCount += depth;
}
return offsetCount;
}
public static SizeInfo GetBlockLinearTextureSize(
int width,
int height,
int depth,
int levels,
int layers,
int blockWidth,
int blockHeight,
int bytesPerPixel,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX,
int gpuLayerSize = 0)
{
bool is3D = depth > 1;
int layerSize = 0;
int[] allOffsets = new int[is3D ? Calculate3DOffsetCount(levels, depth) : levels * layers * depth];
int[] mipOffsets = new int[levels];
int[] sliceSizes = new int[levels];
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
int depthLevelOffset = 0;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
int h = Math.Max(1, height >> level);
int d = Math.Max(1, depth >> level);
w = BitUtils.DivRoundUp(w, blockWidth);
h = BitUtils.DivRoundUp(h, blockHeight);
while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
{
mipGobBlocksInY >>= 1;
}
while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
{
mipGobBlocksInZ >>= 1;
}
int widthInGobs = BitUtils.DivRoundUp(w * bytesPerPixel, GobStride);
int alignment = gobBlocksInTileX;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = 1;
}
widthInGobs = BitUtils.AlignUp(widthInGobs, alignment);
int totalBlocksOfGobsInZ = BitUtils.DivRoundUp(d, mipGobBlocksInZ);
int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
int robSize = widthInGobs * mipGobBlocksInY * mipGobBlocksInZ * GobSize;
if (is3D)
{
int gobSize = mipGobBlocksInY * GobSize;
int sliceSize = totalBlocksOfGobsInY * widthInGobs * gobSize;
int baseOffset = layerSize;
int mask = gobBlocksInZ - 1;
for (int z = 0; z < d; z++)
{
int zLow = z & mask;
int zHigh = z & ~mask;
allOffsets[z + depthLevelOffset] = baseOffset + zLow * gobSize + zHigh * sliceSize;
}
}
mipOffsets[level] = layerSize;
sliceSizes[level] = totalBlocksOfGobsInY * robSize;
layerSize += totalBlocksOfGobsInZ * sliceSizes[level];
depthLevelOffset += d;
}
if (layers > 1)
{
layerSize = AlignLayerSize(
layerSize,
height,
depth,
blockHeight,
gobBlocksInY,
gobBlocksInZ,
gobBlocksInTileX);
}
int totalSize;
if (layerSize < gpuLayerSize)
{
totalSize = (layers - 1) * gpuLayerSize + layerSize;
layerSize = gpuLayerSize;
}
else
{
totalSize = layerSize * layers;
}
if (!is3D)
{
for (int layer = 0; layer < layers; layer++)
{
int baseIndex = layer * levels;
int baseOffset = layer * layerSize;
for (int level = 0; level < levels; level++)
{
allOffsets[baseIndex + level] = baseOffset + mipOffsets[level];
}
}
}
return new SizeInfo(mipOffsets, allOffsets, sliceSizes, depth, levels, layerSize, totalSize, is3D);
}
public static SizeInfo GetLinearTextureSize(int stride, int height, int blockHeight)
{
// Non-2D or mipmapped linear textures are not supported by the Switch GPU,
// so we only need to handle a single case (2D textures without mipmaps).
int totalSize = stride * BitUtils.DivRoundUp(height, blockHeight);
return new SizeInfo(totalSize);
}
private static int AlignLayerSize(
int size,
int height,
int depth,
int blockHeight,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX)
{
if (gobBlocksInTileX < 2)
{
height = BitUtils.DivRoundUp(height, blockHeight);
while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
{
gobBlocksInY >>= 1;
}
while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
{
gobBlocksInZ >>= 1;
}
int blockOfGobsSize = gobBlocksInY * gobBlocksInZ * GobSize;
int sizeInBlockOfGobs = size / blockOfGobsSize;
if (size != sizeInBlockOfGobs * blockOfGobsSize)
{
size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
}
}
else
{
int alignment = (gobBlocksInTileX * GobSize) * gobBlocksInY * gobBlocksInZ;
size = BitUtils.AlignUp(size, alignment);
}
return size;
}
public static Size GetBlockLinearAlignedSize(
int width,
int height,
int depth,
int blockWidth,
int blockHeight,
int bytesPerPixel,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX)
{
width = BitUtils.DivRoundUp(width, blockWidth);
height = BitUtils.DivRoundUp(height, blockHeight);
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
int alignment = gobWidth;
if (depth < gobBlocksInZ || width <= gobWidth || height <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
// Height has already been divided by block height, so pass it as 1.
(gobBlocksInY, gobBlocksInZ) = GetMipGobBlockSizes(height, depth, 1, gobBlocksInY, gobBlocksInZ);
int blockOfGobsHeight = gobBlocksInY * GobHeight;
int blockOfGobsDepth = gobBlocksInZ;
width = BitUtils.AlignUp(width, alignment);
height = BitUtils.AlignUp(height, blockOfGobsHeight);
depth = BitUtils.AlignUp(depth, blockOfGobsDepth);
return new Size(width, height, depth);
}
public static Size GetLinearAlignedSize(
int width,
int height,
int blockWidth,
int blockHeight,
int bytesPerPixel)
{
width = BitUtils.DivRoundUp(width, blockWidth);
height = BitUtils.DivRoundUp(height, blockHeight);
int widthAlignment = StrideAlignment / bytesPerPixel;
width = BitUtils.AlignUp(width, widthAlignment);
return new Size(width, height, 1);
}
public static (int, int) GetMipGobBlockSizes(
int height,
int depth,
int blockHeight,
int gobBlocksInY,
int gobBlocksInZ)
{
height = BitUtils.DivRoundUp(height, blockHeight);
while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
{
gobBlocksInY >>= 1;
}
while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
{
gobBlocksInZ >>= 1;
}
return (gobBlocksInY, gobBlocksInZ);
}
}
}