mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 20:36:40 +00:00
b530f0e110
* 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.
95 lines
No EOL
2.4 KiB
C#
95 lines
No EOL
2.4 KiB
C#
using System;
|
|
|
|
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 int LayerSize { get; }
|
|
public int TotalSize { get; }
|
|
|
|
public SizeInfo(int size)
|
|
{
|
|
_mipOffsets = new int[] { 0 };
|
|
AllOffsets = new int[] { 0 };
|
|
SliceSizes = new int[] { size };
|
|
_depth = 1;
|
|
_levels = 1;
|
|
LayerSize = size;
|
|
TotalSize = size;
|
|
_is3D = false;
|
|
}
|
|
|
|
internal SizeInfo(
|
|
int[] mipOffsets,
|
|
int[] allOffsets,
|
|
int[] sliceSizes,
|
|
int depth,
|
|
int levels,
|
|
int layerSize,
|
|
int totalSize,
|
|
bool is3D)
|
|
{
|
|
_mipOffsets = mipOffsets;
|
|
AllOffsets = allOffsets;
|
|
SliceSizes = sliceSizes;
|
|
_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;
|
|
firstLevel = 0;
|
|
|
|
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;
|
|
}
|
|
}
|
|
} |