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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 gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
height,
depth,
info.FormatInfo.BlockHeight,
info.GobBlocksInY,
info.GobBlocksInZ);
return SizeCalculator.GetBlockLinearAlignedSize(
width,
height,
@ -884,8 +877,8 @@ namespace Ryujinx.Graphics.Gpu.Image
info.FormatInfo.BlockWidth,
info.FormatInfo.BlockHeight,
info.FormatInfo.BytesPerPixel,
gobBlocksInY,
gobBlocksInZ,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX);
}
}

View file

@ -38,11 +38,12 @@ namespace Ryujinx.Graphics.Texture
int outOffs = 0;
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
@ -66,8 +67,16 @@ namespace Ryujinx.Graphics.Texture
int xStart = strideTrunc / bytesPerPixel;
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int wAligned = BitUtils.AlignUp(w, wAlignment);
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned,
@ -164,11 +173,12 @@ namespace Ryujinx.Graphics.Texture
int inOffs = 0;
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
@ -188,8 +198,16 @@ namespace Ryujinx.Graphics.Texture
mipGobBlocksInZ >>= 1;
}
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int wAligned = BitUtils.AlignUp(w, wAlignment);
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned,

View file

@ -32,6 +32,9 @@ namespace Ryujinx.Graphics.Texture
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
@ -51,7 +54,16 @@ namespace Ryujinx.Graphics.Texture
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 totalBlocksOfGobsInY = BitUtils.DivRoundUp(BitUtils.DivRoundUp(h, GobHeight), mipGobBlocksInY);
@ -88,7 +100,8 @@ namespace Ryujinx.Graphics.Texture
depth,
blockHeight,
gobBlocksInY,
gobBlocksInZ);
gobBlocksInZ,
gobBlocksInTileX);
if (!is3D)
{
@ -124,27 +137,37 @@ namespace Ryujinx.Graphics.Texture
int depth,
int blockHeight,
int gobBlocksInY,
int gobBlocksInZ)
int gobBlocksInZ,
int gobBlocksInTileX)
{
height = BitUtils.DivRoundUp(height, blockHeight);
while (height <= (gobBlocksInY >> 1) * GobHeight && gobBlocksInY != 1)
if (gobBlocksInTileX < 2)
{
gobBlocksInY >>= 1;
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;
}
}
while (depth <= (gobBlocksInZ >> 1) && gobBlocksInZ != 1)
else
{
gobBlocksInZ >>= 1;
}
int alignment = (gobBlocksInTileX * GobSize) * gobBlocksInY * gobBlocksInZ;
int blockOfGobsSize = gobBlocksInY * gobBlocksInZ * GobSize;
int sizeInBlockOfGobs = size / blockOfGobsSize;
if (size != sizeInBlockOfGobs * blockOfGobsSize)
{
size = (sizeInBlockOfGobs + 1) * blockOfGobsSize;
size = BitUtils.AlignUp(size, alignment);
}
return size;
@ -164,12 +187,22 @@ namespace Ryujinx.Graphics.Texture
width = BitUtils.DivRoundUp(width, blockWidth);
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 blockOfGobsDepth = gobBlocksInZ;
width = BitUtils.AlignUp(width, gobWidth);
width = BitUtils.AlignUp(width, alignment);
height = BitUtils.AlignUp(height, blockOfGobsHeight);
depth = BitUtils.AlignUp(depth, blockOfGobsDepth);