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Fix texture level offset/size calculation when sparse tile width is > 1 (#1142)

* Fix texture level offset/size calculation when sparse tile width is > 1

* Sparse tile width affects layer size alignment aswell
This commit is contained in:
gdkchan 2020-04-25 10:40:20 -03:00 committed by GitHub
parent bcc5b0d21e
commit 34d19f381c
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 81 additions and 37 deletions

View file

@ -870,13 +870,6 @@ namespace Ryujinx.Graphics.Gpu.Image
{ {
int depth = Math.Max(1, info.GetDepth() >> level); int depth = Math.Max(1, info.GetDepth() >> level);
(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
height,
depth,
info.FormatInfo.BlockHeight,
info.GobBlocksInY,
info.GobBlocksInZ);
return SizeCalculator.GetBlockLinearAlignedSize( return SizeCalculator.GetBlockLinearAlignedSize(
width, width,
height, height,
@ -884,8 +877,8 @@ namespace Ryujinx.Graphics.Gpu.Image
info.FormatInfo.BlockWidth, info.FormatInfo.BlockWidth,
info.FormatInfo.BlockHeight, info.FormatInfo.BlockHeight,
info.FormatInfo.BytesPerPixel, info.FormatInfo.BytesPerPixel,
gobBlocksInY, info.GobBlocksInY,
gobBlocksInZ, info.GobBlocksInZ,
info.GobBlocksInTileX); info.GobBlocksInTileX);
} }
} }

View file

@ -38,11 +38,12 @@ namespace Ryujinx.Graphics.Texture
int outOffs = 0; int outOffs = 0;
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
int mipGobBlocksInY = gobBlocksInY; int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ; int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++) for (int level = 0; level < levels; level++)
{ {
int w = Math.Max(1, width >> level); int w = Math.Max(1, width >> level);
@ -67,7 +68,15 @@ namespace Ryujinx.Graphics.Texture
int xStart = strideTrunc / bytesPerPixel; int xStart = strideTrunc / bytesPerPixel;
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment); int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int wAligned = BitUtils.AlignUp(w, wAlignment);
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout( BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned, wAligned,
@ -164,11 +173,12 @@ namespace Ryujinx.Graphics.Texture
int inOffs = 0; int inOffs = 0;
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
int mipGobBlocksInY = gobBlocksInY; int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ; int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++) for (int level = 0; level < levels; level++)
{ {
int w = Math.Max(1, width >> level); int w = Math.Max(1, width >> level);
@ -189,7 +199,15 @@ namespace Ryujinx.Graphics.Texture
} }
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment); int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int wAligned = BitUtils.AlignUp(w, wAlignment);
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout( BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned, wAligned,

View file

@ -32,6 +32,9 @@ namespace Ryujinx.Graphics.Texture
int mipGobBlocksInY = gobBlocksInY; int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ; int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++) for (int level = 0; level < levels; level++)
{ {
int w = Math.Max(1, width >> level); int w = Math.Max(1, width >> level);
@ -51,7 +54,16 @@ namespace Ryujinx.Graphics.Texture
mipGobBlocksInZ >>= 1; mipGobBlocksInZ >>= 1;
} }
int widthInGobs = BitUtils.AlignUp(BitUtils.DivRoundUp(w * bytesPerPixel, GobStride), gobBlocksInTileX); 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 totalBlocksOfGobsInZ = BitUtils.DivRoundUp(d, mipGobBlocksInZ);
int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY); int totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
@ -88,7 +100,8 @@ namespace Ryujinx.Graphics.Texture
depth, depth,
blockHeight, blockHeight,
gobBlocksInY, gobBlocksInY,
gobBlocksInZ); gobBlocksInZ,
gobBlocksInTileX);
if (!is3D) if (!is3D)
{ {
@ -124,7 +137,10 @@ namespace Ryujinx.Graphics.Texture
int depth, int depth,
int blockHeight, int blockHeight,
int gobBlocksInY, int gobBlocksInY,
int gobBlocksInZ) int gobBlocksInZ,
int gobBlocksInTileX)
{
if (gobBlocksInTileX < 2)
{ {
height = BitUtils.DivRoundUp(height, blockHeight); height = BitUtils.DivRoundUp(height, blockHeight);
@ -146,6 +162,13 @@ namespace Ryujinx.Graphics.Texture
{ {
size = (sizeInBlockOfGobs + 1) * blockOfGobsSize; size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
} }
}
else
{
int alignment = (gobBlocksInTileX * GobSize) * gobBlocksInY * gobBlocksInZ;
size = BitUtils.AlignUp(size, alignment);
}
return size; return size;
} }
@ -164,12 +187,22 @@ namespace Ryujinx.Graphics.Texture
width = BitUtils.DivRoundUp(width, blockWidth); width = BitUtils.DivRoundUp(width, blockWidth);
height = BitUtils.DivRoundUp(height, blockHeight); height = BitUtils.DivRoundUp(height, blockHeight);
int gobWidth = gobBlocksInTileX * (GobStride / bytesPerPixel); int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
int alignment = gobWidth;
if (depth < gobBlocksInZ || width <= gobWidth || height <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
(gobBlocksInY, gobBlocksInZ) = GetMipGobBlockSizes(height, depth, blockHeight, gobBlocksInY, gobBlocksInZ);
int blockOfGobsHeight = gobBlocksInY * GobHeight; int blockOfGobsHeight = gobBlocksInY * GobHeight;
int blockOfGobsDepth = gobBlocksInZ; int blockOfGobsDepth = gobBlocksInZ;
width = BitUtils.AlignUp(width, gobWidth); width = BitUtils.AlignUp(width, alignment);
height = BitUtils.AlignUp(height, blockOfGobsHeight); height = BitUtils.AlignUp(height, blockOfGobsHeight);
depth = BitUtils.AlignUp(depth, blockOfGobsDepth); depth = BitUtils.AlignUp(depth, blockOfGobsDepth);