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https://github.com/Ryujinx/Ryujinx.git
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1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
166 lines
No EOL
5.5 KiB
C#
166 lines
No EOL
5.5 KiB
C#
using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Memory;
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using System;
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namespace Ryujinx.Graphics.Texture
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{
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static class TextureFactory
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{
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public static GalImage MakeTexture(NvGpuVmm vmm, long ticPosition)
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{
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int[] tic = ReadWords(vmm, ticPosition, 8);
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GalImageFormat format = GetImageFormat(tic);
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GalTextureTarget textureTarget = (GalTextureTarget)((tic[4] >> 23) & 0xF);
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GalTextureSource xSource = (GalTextureSource)((tic[0] >> 19) & 7);
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GalTextureSource ySource = (GalTextureSource)((tic[0] >> 22) & 7);
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GalTextureSource zSource = (GalTextureSource)((tic[0] >> 25) & 7);
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GalTextureSource wSource = (GalTextureSource)((tic[0] >> 28) & 7);
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TextureSwizzle swizzle = (TextureSwizzle)((tic[2] >> 21) & 7);
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int maxMipmapLevel = (tic[3] >> 28) & 0xF + 1;
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GalMemoryLayout layout;
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if (swizzle == TextureSwizzle.BlockLinear ||
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swizzle == TextureSwizzle.BlockLinearColorKey)
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{
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layout = GalMemoryLayout.BlockLinear;
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}
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else
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{
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layout = GalMemoryLayout.Pitch;
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}
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int gobBlockHeightLog2 = (tic[3] >> 3) & 7;
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int gobBlockDepthLog2 = (tic[3] >> 6) & 7;
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int tileWidthLog2 = (tic[3] >> 10) & 7;
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int gobBlockHeight = 1 << gobBlockHeightLog2;
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int gobBlockDepth = 1 << gobBlockDepthLog2;
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int tileWidth = 1 << tileWidthLog2;
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int width = ((tic[4] >> 0) & 0xffff) + 1;
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int height = ((tic[5] >> 0) & 0xffff) + 1;
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int depth = ((tic[5] >> 16) & 0x3fff) + 1;
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int layoutCount = 1;
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// TODO: check this
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if (ImageUtils.IsArray(textureTarget))
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{
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layoutCount = depth;
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depth = 1;
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}
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if (textureTarget == GalTextureTarget.OneD)
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{
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height = 1;
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}
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if (textureTarget == GalTextureTarget.TwoD || textureTarget == GalTextureTarget.OneD)
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{
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depth = 1;
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}
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else if (textureTarget == GalTextureTarget.CubeMap)
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{
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// FIXME: This is a bit hacky but I guess it's fine for now
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layoutCount = 6;
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depth = 1;
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}
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else if (textureTarget == GalTextureTarget.CubeArray)
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{
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// FIXME: This is a really really hacky but I guess it's fine for now
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layoutCount *= 6;
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depth = 1;
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}
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GalImage image = new GalImage(
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width,
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height,
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depth,
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layoutCount,
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tileWidth,
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gobBlockHeight,
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gobBlockDepth,
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layout,
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format,
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textureTarget,
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maxMipmapLevel,
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xSource,
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ySource,
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zSource,
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wSource);
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if (layout == GalMemoryLayout.Pitch)
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{
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image.Pitch = (tic[3] & 0xffff) << 5;
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}
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return image;
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}
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public static GalTextureSampler MakeSampler(NvGpu gpu, NvGpuVmm vmm, long tscPosition)
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{
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int[] tsc = ReadWords(vmm, tscPosition, 8);
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GalTextureWrap addressU = (GalTextureWrap)((tsc[0] >> 0) & 7);
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GalTextureWrap addressV = (GalTextureWrap)((tsc[0] >> 3) & 7);
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GalTextureWrap addressP = (GalTextureWrap)((tsc[0] >> 6) & 7);
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bool depthCompare = ((tsc[0] >> 9) & 1) == 1;
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DepthCompareFunc depthCompareFunc = (DepthCompareFunc)((tsc[0] >> 10) & 7);
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GalTextureFilter magFilter = (GalTextureFilter) ((tsc[1] >> 0) & 3);
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GalTextureFilter minFilter = (GalTextureFilter) ((tsc[1] >> 4) & 3);
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GalTextureMipFilter mipFilter = (GalTextureMipFilter)((tsc[1] >> 6) & 3);
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GalColorF borderColor = new GalColorF(
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BitConverter.Int32BitsToSingle(tsc[4]),
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BitConverter.Int32BitsToSingle(tsc[5]),
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BitConverter.Int32BitsToSingle(tsc[6]),
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BitConverter.Int32BitsToSingle(tsc[7]));
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return new GalTextureSampler(
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addressU,
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addressV,
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addressP,
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minFilter,
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magFilter,
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mipFilter,
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borderColor,
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depthCompare,
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depthCompareFunc);
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}
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private static GalImageFormat GetImageFormat(int[] tic)
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{
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GalTextureType rType = (GalTextureType)((tic[0] >> 7) & 7);
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GalTextureType gType = (GalTextureType)((tic[0] >> 10) & 7);
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GalTextureType bType = (GalTextureType)((tic[0] >> 13) & 7);
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GalTextureType aType = (GalTextureType)((tic[0] >> 16) & 7);
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GalTextureFormat format = (GalTextureFormat)(tic[0] & 0x7f);
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bool convSrgb = ((tic[4] >> 22) & 1) != 0;
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return ImageUtils.ConvertTexture(format, rType, gType, bType, aType, convSrgb);
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}
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private static int[] ReadWords(NvGpuVmm vmm, long position, int count)
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{
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int[] words = new int[count];
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for (int index = 0; index < count; index++, position += 4)
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{
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words[index] = vmm.ReadInt32(position);
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}
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return words;
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}
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}
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} |